Like the sun itself, possessing an obscene amount of heat and energy within such a small size, the searing arrow penetrated through the Demon’s vain attempts to stop the volatile arrow using their hammer. Instead, it left a hole tearing through the magically enhanced metal weapon and into its original destination, Knuckles himself. It was a reasonable attempt in any other case but it was truly unlike most other spells to be sure, penetrating through nearly anything. Even amidst the harsh lick that the demon would receive to his equipment and the grievous injury to his ribcage, they mustered onwards with efforts to defeat the man that stood before him. Through a feat of the gods, the otherwise blissful day shifted into that of a glooming stormy one, causing Kon to extend his grin baring fanged teeth for display. A foolish move in reality for the demon as the energy used to perform such a monolithic feat had set them back, back in a way that doomed their fate for this fight. Sustainability was crucial in conflict and he could already tell that Knuckles while certainly had a lot of fortitude held insufficient mana reserves to sustain a spell of that caliber. He was honestly confused as to why they had burnt so much mana so quickly.
Taking it in his stride, Kon with his bow still raised towards Knuckles, loosed yet another arrow matching that he begin their original fight as the demon brought their fist upwards. Like a molten rock shot from a cannon, the meteor shot traveled from Kon’s bow tearing a crater into the ground and scorching the surrounding areas through its intense heat. With the rapid pace of the rock and Knuckle’s charge toward Kon, his evasion would be for naught. Kon’s ever-present knowledge of the demon gifted him the chance to respond to the oncoming attack and meet them metal to metal, golden arm to mythic hammer, shifting back his bow arm, Koon launched out to thrust his prosthetic fist to match his opponent's strike as the meteor continued onto the rice fields behind Knuckles, crashing down onto the paddies and boiling the water around it.
- 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: 6,750/8,850 Mana Used: 1300 Spells Cast: Meteor Shot, Lock-On, Marked Damage Dealt 1x A-Rank + 1x B-Rank to Mjolnir from Searing Shot and Lingering Rage, 1x S-Rank +1x A-Rank to Golden Centurion Armor from Searing Shot and Lingering Rage, 1x A-Rank +1x B-Rank to Knuckles' chest and overall durability from Searing Shot and Lingering Rage. Modifiers Applied: Lingering flame applied to Mjolnir and Chest for 1x B-Rank damage per post, Lingering flame applied to Golden Centurion Armor for 1x A-Rank damage per post.
- 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. 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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