TRAITS
CLASS - BERSERKER - NO SPECIALTY - Spoiler:
| Superior Self-Buff: Self-Buff-type spells increase double the amount of points compared to the points mentioned in the regulations. |
| Off-Hand Slot: Should a Berserker wield a Fist-type weapon in their Weapon slot, they may wield another Fist-type weapon in their Off-Hand slot. |
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RACE - WEREWOLF - MHADOC'S MOD - Spoiler:
| Predator Smell: Werewolves can smell anyone within a 25-meter range around them and sense their location. |
| Night Vision: Werewolves are able to see in the dark as though it is day. This also allows them to see through magical darkness.. |
| Enhanced Physique: Werewolves receive a 20% increase to their Strength, Speed, Endurance, and Constitution. This does not stack with the Transformations. |
| Thick Hide: The user ignores up to 1x B-Ranks worth of damage per turn, Spells or Attacks that are ignored, partially or fully have any modifiers associated with them reduced in potency and duration by one rank and one turn respectively. |
| Magically Inept: Werewolves have difficulty casting magic having a 20% increase in mana cost and a 1 post cooldown increase for magic spells. |
| Wild Potential: The Werewolf has a potential to become wildly powerful compared to their peers. The Werewolf may purchase one extra attribute potion per month. |
| Bestial Scaling: The user can dig their fingers into a surface, then propel upward and dig in again, generating the effect of wall-crawling. This can be done on vertical and horizontal surfaces. They cannot stand straight on walls though. |
| Apex Predator Smell: The user can smell the scent of anything within a 50-meter range to determine their location and hunt them down.
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| Alpha Physiology: Instead of the normal 20% increase that Werewolves receive passively, the user receives a 30% increase in their Strength, Speed, Constitution, and Endurance. This does not stack with the Transformations.
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Last edited by Alaric Holloway on Mon Jul 15, 2024 8:34 pm; edited 6 times in total
Mon Jul 15, 2024 2:17 pm Guild : Paradise Dawn Jewels : 360,000 Rank : A-Rank Race : Werewolf Experience : 378,568 Reputation : 5.800 Class : Berserker Strength : 224 Speed : 159 Constitution : 132 Endurance : 153 Intelligence : 65 Mana : 2,870 Companion : Rer Pouch : Locked MAGIC - TAKEOVER PYREAUS
Magic Name: Pyreaus, the Lord of Flames
Element: Fire
Category: Single
Quantity: Limited
Description: Pyreaus is known to be a violent fighter. He lives for battle, and enjoys a good fight more than anything. He even holds back in an effort to make any fight last longer. He claims injury and death are nothing but the price one pays for a good fight. Despite his tendency to be brutal, Pyreaus usually stops a fight if his opponent is too injured to fight back, claiming he is not interested in fighting "weaklings who can't fight anymore", and he does not feel obligated to deal a death blow to anyone who cannot fight any longer. However, he will unhesitatingly kill his opponent if they refuse to end their fight. Pyreaus seems to have respect for those he deems worthy warriors.
Drawback: The user is constantly sweating due to the heat that they build up within their body. While this acts favorably in cold environments, it is a hindrance everywhere else. Luckily, the user can bypass the profuse sweating by only wearing their swimshorts, or bikini, wherever they go, or at least once per topic take off their clothes and continue in that attire for a while. In combat, the user may use this roleplay gimmick as well and continue the battle in their swimsuit while mechanically still having the effects and durability of their items applied as if they still wearing it. This won't confuse the opponent into believing that the user is no longer wearing their equipment though.
Skills
- Explosive Palm: The user may generate a fiery explosion in front of their hand if they deal physical damage to a target with either their bare hands or a Fist-type weapon. The explosion covers an area of 1 by 1 by 1 meter. The explosion deals Fire-type magical damage that is two ranks lower than the applied physical damage. In addition, everyone caught in the explosion is also knocked back 5 meters. The user may decide whether they use Explosive Palm or not whenever they meet the conditions.
- Flame Residue: Upon dealing damage with an Offensive-type spell of this magic, the flames will linger and cause damage over time. In the next post, after the target has been damaged by the original spell, the lingering flames will deal two ranks lower in Fire-type magical damage to the same limb. Flame Residue also applies when someone is successfully hit by the fiery explosion created by Explosive Palm.
- Overheat Blaze: The flames of this magic are so hot that they cannot be easily extinguished by water. Therefore, the regular weakness that Fire-type spells suffer against Water-type spells does not apply to this magic. Fire-type spells of this magic are not considered inferior in an elemental clash versus Water-type spells. This also applies to the flames generated by Explosive Palm.
Resistance
- Minor Fire Resistance: The user receives a Minor Resistance versus Fire. The resistance is replaced by a Moderate Resistance during the transformation.
- Minor Frost Resistance: The user receives a Minor Resistance versus Frost. The resistance is replaced by a Moderate Resistance during the transformation.
Restrictions
- The user must either train or purchase the spell listed below when they have unlocked the respective spell slot.
- The user cannot use Defensive-type spells.
- The user cannot get another element with this magic.
- The magic takes up two enhancement slots. The user does not need to have the enhancement slots available at purchase. Should the user ever unlock their first two enhancement slots, they will immediately be filled by this magic.
Requirements
- The user must be a Human, Dwarf, or Elf.
Spells - Spoiler:
- Name: Heat Syncope
Rank: S Mana Cost: 1000 Requirements: Pyreaus, the Lord of Flames Type: Debuff Element: Fire Range: 25 Meters Cooldown: 5 Posts Duration: Sustain Effect: The user emits heat from their body that can be felt within a 25-meter radius around themselves. The heat causes dizziness, headaches, increased pulse, restlessness, nausea, and clammy skin. This causes a reduction of 20% to all attributes of everyone within the range of the spell. The user is unaffected by the Heat Syncope. Since the heat is a natural effect coming from the body of the user, it cannot be nullified.
- Name: Explosive Palm Bomb Transmutation
Rank: S Mana Cost: 1000 Requirements: Pyreaus, the Lord of Flames Type: Offensive Element: Fire Range: - Cooldown: 5 Posts Duration: Sustain Effect: The user may charge any object, inanimate or not, as a bomb simply by touching it with their hands or Fist-type weapon. The user can detonate the target by pressing their right thumb on their index finger's middle phalanx, imitating the action of pressing down on a handheld detonator. If someone else touches the charged target before the user can detonate it, they will automatically be blown up instead. The radius of the explosion increases per turn that it has been sustained on a target. The explosion radius starts at 10 meters and increases by 10 meters per post that it is being sustained on the target up to a maximum of 50 meters (+4 posts, original 10 meters + 40 meters). The height of the explosion starts at 2 meters and increases by 2 meters per post that it is being sustained on a target up to a maximum of 10 meters (+4 posts, original 2 meters + 8 meters). The damage starts at 1x S-rank and increases by 1x A-rank per post that is being sustained on the target up to a maximum of 3x S-rank (+4 posts, original 1x S-rank + 4x A-ranks). The range of the spell can at most expand up to 50 meters.
- Name: Transformation: Pyreaus, the Lord of Flames
Rank: S Mana Cost: 10% of Total Base Mana Requirements: Pyreaus, the Lord of Flames Type: Transformation Element: Fire Range: - Cooldown: 5 Meters Duration: Sustain Effect: The user activates the Demon Soul and merges with Pyreaus. The user is set ablaze and gets a new appearance. The user receives a Moderate Fire Resistance and a Moderate Frost Resistance. In addition, the user receives a 50% increase in their base Strength. Furthermore, the potential of Explosive Palm and Flame Residue increases. Lastly, the user deals 1x B-rank passive damage to anyone coming within 5 meters of them by the heat that they emit. This is a transformation and not a spell. Therefore, it can't be canceled by artifacts or magics that can cancel spells.
- Explosive Palm: The explosion area increases to 2 by 2 by 2 meters, and the knockback increases to 10 meters. Lastly, the magical damage increases and is no longer two ranks lower but one rank lower than the physical damage.
- Flame Residue: The power of the lingering flames increase. In the next turn, the damage over time is one rank lower instead of two ranks lower.
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SPELLS
- Spoiler:
B RANK SPELLS
- Spoiler:
| Flame Arrow Volley Type: Offensive Duration Limit: Instant - Cooldown: 3 Posts
Alaric mimics drawing a bowstring, summoning flaming arrows at his fingertips. He can launch up to two arrows, each strengthened to C-rank, up to 15 meters away. The spell provides precise, ranged fire attacks.
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| Bunker Buster Type: Offensive [AoE] Duration Limit: Instant - Cooldown: 3 Posts
Alaric points with his fingers, forming a magic circle that gathers flames in his hands. He fires a bolt of flames that explodes in a 4-meter radius upon impact or at maximum range, dealing significant damage. The spell is effective for targeting groups within 15 meters.
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| Third Degree Decree Type: Offensive [AoE] Duration Limit: Instant - Cooldown: 3 Posts
Alaric designates a 4-meter space within 15 meters, creating a magic circle that emits a bright light. The magic causes everything within the circle to combust, dealing B-rank damage. The spell sets the area aflame for the duration of the post.
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| Hot Air Type: Offensive [AoE] Duration Limit: Instant - Cooldown: 3 Posts
Alaric puckers his lips and blows, forming a small magic circle that shoots a stream of flames. The flames expand into a 4-meter-wide cone, engulfing anyone within range and causing B-rank damage. The spell is effective for clearing a path or targeting multiple foes.
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| Unlocked Slot
Unused
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S RANK SPELLS
- Spoiler:
| Unlocked Slot
Unused
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Last edited by Alaric Holloway on Tue Jul 23, 2024 5:21 pm; edited 24 times in total
Mon Jul 15, 2024 2:33 pm Guild : Paradise Dawn Jewels : 360,000 Rank : A-Rank Race : Werewolf Experience : 378,568 Reputation : 5.800 Class : Berserker Strength : 224 Speed : 159 Constitution : 132 Endurance : 153 Intelligence : 65 Mana : 2,870 Companion : Rer Pouch : Locked
EQUIPMENT + COMPANION
EQUIPMENT - Spoiler:
- HEAD:
General Name: Henaes' Helm
Slot: Helm
Type: Helmet
Class: Mythic
Weight: Heavy
Quantity: Limited
Element: Fire
Durability: 3x S-rank
Details Description: Older than the Sevese Pantheon of Gods, the Titans were powerful beings of mythical proportion capable of moving mountains and splitting the oceans with easily, many were slain with the arrival of Zeus who seek wished for a world safe for his children. Hyperion was one of few to survive Zeus’s wraith and instead chose to make the void his domain, empowering those who would worship him with powerful artifacts made from his flesh. One of which is the Helm of the Unyielding Titan, a representation of their fortitude and desire to live despite their shortcomings. Offering powerful abilities, they were highly coveted yet remained bound to the original owner even in death.
Extra Requirements:
- The user must be capable of casting magic.
- The user must have acquired this through the Unknown Sacrifice Event and can not purchase this through Lupin.
Bonus:
Drawbacks:
Effects
- Pain for Mana: When the user or the Helm is struck by the user's offensive spells, they will receive mana equivalent to the base amount for one rank lower than the spell back in return.
- Hyperion's Boon: While wearing the helmet, the user's mana pool is increased by 20% or by +500 per rank whichever is higher.
Spells
- Name: Grace of the Hyperion
Rank: S Mana Cost: 5% of total base mana Requirements: Henaes' Helm Type: Transformation Element: Fire Range: Self Cooldown: 5 posts Duration: Sustain Effect: The user incorporates the will of Hyperion into themselves providing them with greater access to their boons. While in this state, the Helm of the Unyielding will be considered indestructible with it being absorbed into their head, meanwhile the user's head will receive a minor magical and physical resistance.
- Greater Pain for Mana: When the user or the Helm is struck by the user's offensive spells, they will receive mana equivalent to the base amount for the rank of the spell back in return.
- Refracted Damage: Magical Damage that would have otherwise been dealt to the user is instead mitigated through the Grace of the Hyperion with the user instead receiving half of the damage with the remainder being converted into mana. This effect only applies to other sources and not the user.
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- MAIN HAND:
General Name: Yin Yang
Slot: Weapon/Offhand
Type: Gauntlets
Class: Mythic
Quantity: Limited
Element: Light/Dark
Damage: +100 | +100
Durability: 3x S-Rank | 3x S-Rank
Details Description: The story behind these gauntlets started with a monk mage. They trained and meditated endlessly, hoping to reach nirvana, and it would take them until they were close to death’s door. They were able to master the art of light and dark together and used them to balance each other to create a calm, yet powerful form. Still, not being able to share this with anybody, the monk decided to create weapons with the powers that he had achieved, to balance the wielder's aura and let them achieve the same form he did. The monk would find a special forge and would create these gauntlets. These gauntlets would absorb his powers and the ability that he had achieved. The monk could only hope that one day someone would use these weapons to preserve balance within the world. These gauntlets are identical becoming whole when worn at the same time.
Extra Requirements:
- The user must be able to wield a Gauntlet in their Off-Hand slot.
Bonus:
Drawbacks:
Effects (Yin)
- Yin Finesse: The precision of the Yin half allows the user to overcome obstacles such as armor and shields. This gives the user the ability to ignore armor when hitting a target.
- Strength of Spirit: The user has found a balance between themselves and the spiritual side of Yin. This gives the user a minor resistance to Magical Damage.
- Inner Chi Flow: The wielder has reached tranquility while they have the gauntlets equipped. This will allow them to feel calmness within themselves and the use of mana. This allows the user to reduce the mana cost of their spells from their magic by 20%.
Effects (Yang)
- Yang Power: The sheer power of the Yang half allows the wielder to ignore the resistances on their target or their equipment.
- Strength of Body: The user has found a balance between themselves and the physical side of Yang. This gives the user a minor resistance to physical damage.
- Outer Chi Flow: The wielder has reached tranquility while they have the gauntlets equipped. This will allow them to feel calmness within themselves and the use of mana. This allows the user to reduce the mana cost of their spells from their items by 20%.
Yin Spells
- Name: Trigram’s Disruption
Rank: D-S Mana Cost: 25-500 Requirements: Yin Type: Supplementary Element: Dark Range: Self Cooldown: 1-5 turns Duration: Instant Effect: Raising their guard, the user creates a Taijitu symbol below them, moving around with the user as the epicenter. By striking a spell with the Yin gauntlet, the user will can nullify that spell. They must pay mana equivalent to the base amount for the rank of the spell nullified. This cost can be affected by elemental interactions, but cannot be reduced otherwise.
Yang Spells
- Name: Trigram’s Destruction
Rank: S Mana Cost: 500 Requirements: Yang Type: Supplementary Element: Light Range: Self Cooldown: 5 turns Duration: Sustain Effect: Raising their guard, the user creates a Taijitu symbol below them, moving around with the user as the epicenter. While this spell is active, the user's next physical strike with Yang deals additional 2S rank light damage after the blow connects. The spell goes on cooldown after 2S-rank damage is dealt.
Yin and Yang Spells
- Name: Buddha’s Trigram
Rank: S Mana Cost: 1000 Requirements: Yin and Yang Type: Supplementary Element: Light/Dark Range: 25 Cooldown: Once per topic Duration: Instant Effect: Yin and Yang have the ability to be opposite of each other and find a balance. By taking their stance, the user create a Taijitu symbol bellow them spreading up to 25 meters away from them, projecting a disruptive aura that nullifies all spells not belonging to the user, putting them on a cooldown.
- Name: Seikuken
Rank: S Mana Cost: 500 Requirements: Yin and Yang Type: Supplementary/Defensive Element: Light/Dark Range: 25 meters Cooldown: 5 turns Duration: Sustain Effect: With the gauntlets allowing the user to balance their chi, they can create an invisible aura around them. This aura allows the users to sense incoming melee attacks by being able to perceive them when they come around the 25 meters mark. The aura can then be discharged in a counter attack, giving them the ability to nullify up to 2S-rank damage.
- Name: Trigram Form
Rank: S Mana Cost: 5% of Total Base Mana Requirements: Yin and Yang Type: Supplementary Element: Light/Dark Range: Self Cooldown: 5 turns Duration: Sustain Effect: Taking their signature stance and focusing their aura, the user creates a Taijitu symbol bellow them which moves around with the user as the epicenter. While this spell is active, all effects from both gauntlets apply to the user's entire body, while their respective spells can be activated by either gauntlet. Additionally, all Gauntlet spells become combo element of Light and Dark.
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- OFF HAND:
General Name: Yin Yang
Slot: Weapon/Offhand
Type: Gauntlets
Class: Mythic
Quantity: Limited
Element: Light/Dark
Damage: +100 | +100
Durability: 3x S-Rank | 3x S-Rank
Details Description: The story behind these gauntlets started with a monk mage. They trained and meditated endlessly, hoping to reach nirvana, and it would take them until they were close to death’s door. They were able to master the art of light and dark together and used them to balance each other to create a calm, yet powerful form. Still, not being able to share this with anybody, the monk decided to create weapons with the powers that he had achieved, to balance the wielder's aura and let them achieve the same form he did. The monk would find a special forge and would create these gauntlets. These gauntlets would absorb his powers and the ability that he had achieved. The monk could only hope that one day someone would use these weapons to preserve balance within the world. These gauntlets are identical becoming whole when worn at the same time.
Extra Requirements:
- The user must be able to wield a Gauntlet in their Off-Hand slot.
Bonus:
Drawbacks:
Effects (Yin)
- Yin Finesse: The precision of the Yin half allows the user to overcome obstacles such as armor and shields. This gives the user the ability to ignore armor when hitting a target.
- Strength of Spirit: The user has found a balance between themselves and the spiritual side of Yin. This gives the user a minor resistance to Magical Damage.
- Inner Chi Flow: The wielder has reached tranquility while they have the gauntlets equipped. This will allow them to feel calmness within themselves and the use of mana. This allows the user to reduce the mana cost of their spells from their magic by 20%.
Effects (Yang)
- Yang Power: The sheer power of the Yang half allows the wielder to ignore the resistances on their target or their equipment.
- Strength of Body: The user has found a balance between themselves and the physical side of Yang. This gives the user a minor resistance to physical damage.
- Outer Chi Flow: The wielder has reached tranquility while they have the gauntlets equipped. This will allow them to feel calmness within themselves and the use of mana. This allows the user to reduce the mana cost of their spells from their items by 20%.
Yin Spells
- Name: Trigram’s Disruption
Rank: D-S Mana Cost: 25-500 Requirements: Yin Type: Supplementary Element: Dark Range: Self Cooldown: 1-5 turns Duration: Instant Effect: Raising their guard, the user creates a Taijitu symbol below them, moving around with the user as the epicenter. By striking a spell with the Yin gauntlet, the user will can nullify that spell. They must pay mana equivalent to the base amount for the rank of the spell nullified. This cost can be affected by elemental interactions, but cannot be reduced otherwise.
Yang Spells
- Name: Trigram’s Destruction
Rank: S Mana Cost: 500 Requirements: Yang Type: Supplementary Element: Light Range: Self Cooldown: 5 turns Duration: Sustain Effect: Raising their guard, the user creates a Taijitu symbol below them, moving around with the user as the epicenter. While this spell is active, the user's next physical strike with Yang deals additional 2S rank light damage after the blow connects. The spell goes on cooldown after 2S-rank damage is dealt.
Yin and Yang Spells
- Name: Buddha’s Trigram
Rank: S Mana Cost: 1000 Requirements: Yin and Yang Type: Supplementary Element: Light/Dark Range: 25 Cooldown: Once per topic Duration: Instant Effect: Yin and Yang have the ability to be opposite of each other and find a balance. By taking their stance, the user create a Taijitu symbol bellow them spreading up to 25 meters away from them, projecting a disruptive aura that nullifies all spells not belonging to the user, putting them on a cooldown.
- Name: Seikuken
Rank: S Mana Cost: 500 Requirements: Yin and Yang Type: Supplementary/Defensive Element: Light/Dark Range: 25 meters Cooldown: 5 turns Duration: Sustain Effect: With the gauntlets allowing the user to balance their chi, they can create an invisible aura around them. This aura allows the users to sense incoming melee attacks by being able to perceive them when they come around the 25 meters mark. The aura can then be discharged in a counter attack, giving them the ability to nullify up to 2S-rank damage.
- Name: Trigram Form
Rank: S Mana Cost: 5% of Total Base Mana Requirements: Yin and Yang Type: Supplementary Element: Light/Dark Range: Self Cooldown: 5 turns Duration: Sustain Effect: Taking their signature stance and focusing their aura, the user creates a Taijitu symbol bellow them which moves around with the user as the epicenter. While this spell is active, all effects from both gauntlets apply to the user's entire body, while their respective spells can be activated by either gauntlet. Additionally, all Gauntlet spells become combo element of Light and Dark.
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- ARMOR:
General Name: Pixiu Maw
Slot: Body
Type: Armor
Class: Mythic
Weight: Medium
Quantity: Limited
Druability: 3x S-rank
Element: Arcane
Details Description: A martial arts expert from Sin was said to have worn this armor during the country’s largest martial arts tournament. On the shoulder is a massive gold Pixiu that he credited gave him good luck. While the armor is not super tough and durable, it does have some great offensive skills.
Extra Requirements: Must be a Berserker or Spellsword Class
Bonus:
Drawback: The user can never flee from a fight.
Effects
- Martial Art Expert: The armor grants the user a passive 20% boost to their Speed and Strength attributes when worn. If the armor has 1x S-rank or less in durability remaining, this bonus becomes 30% instead.
- Staggering Palm When dealing melee damage to a target, with either a Fist weapon or bare hands, your blows will knock the opponent off balance for the following two posts, reducing their speed. This results in a debuff to their speed attribute equal to two ranks below the wearer’s own. This debuff cannot be stacked more than twice, for a maximum of 2S-rank speed debuffs applied on the target.
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- RING:
General Name: Bone Ring
Slot: Ring
Type: Ring
Class: Legendary
Quantity: Limited
Element: Arcane
Durability: 1x S-Rank
Details Description: The ring was carved from a human skull and has an amethyst embedded into a groove. The ring provides the user with immense protection against those that would want to hinder them.
Extra Requirements: None
Effects
- Undead Reflex: Debuffs applied on the user are decreased by two ranks.
Spells
- Name: Bone Purge
Rank: S Mana Cost: 500 Requirements: None Type: Supplementary Element: Arcane Range: - Cooldown: 5 Posts Duration: Instant Effect: The user emits smog across their body which purifies them and removes all Debuffs being used on them.
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- NECKALACE:
General Name: Moneybag's Necklace
Slot: Necklace
Type: Necklace
Class: Unique
Quantity: Unlimited
Element: -
Durability: This item is indestructible.
Details Description: They say that the Necklace appears to people who are in need luck. Those who have this Necklace will feel a little richer when they help people.
Extra
Requirements:
- Must be D to A rank.
- User must Resell or lose it once they hit S rank or 500,000 Experience.
Effects Experienced Aura: Users who have this coin will get a 20% Jewels Boost for Neutral and Good/Bad Quests.
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- RELIC:
General Name: Soul Shard
Slot: Relic
Type: Crystal
Class: Mythic
Quantity: Limited
Element: Arcane
Durability: -
Details Description: A series of Blue Shards irradiating a glowing aura that can be imbedded into the user's skin. The shards are enchanted with the power to learn Beast, Demon, or God Soul magic.
Extra Requirements:
- The user must purchase this item from the Mysterious Merchant.
Effects
- Soul's Synergy: The user can acquire a Beast, Demon, or God Soul while not meeting the racial requirement.
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- EARRING:
GENERAL
Name: Larain Earrings
Slot: Earrings
Type: Earrings
Class: Unique
Quantity: Unlimited
Element: Arcane
Durability: 2x S-rank
DETAILS
Description: A pair of enchanted earrings.
EXTRA
Requirements: None.
Bonus:
Strength: +40
- CAPE:
NONE
- AURA:
General Name: Essence of Scarification
Slot: Aura
Class: Legendary.
Quantity: Limited.
Description: Amongst Fire Mages, burns are commonplace with many becoming maimed or disfigured before they can master their skills with the destructive element. Few can avoid being burned at least once from the damaging heat, there are some, however, who instead develop an incredible resistance and seeming immunity to their flames after engulfing themselves in the fire for long enough albeit with a great caveat. This imperfection can be seen in their skin becoming coarse to the touch and brittle with old age, cold temperatures equally challenge them as they become forced to exhaust heat to maintain their body heat.
Extra Requirements:
- The user must be capable of using Fire-based magic for this aura to apply.
Drawbacks:
- Moderate Water Weakness After the user's skin layer from the Scarred Skin Effect has been destroyed, the user receives a moderate water weakness.
Effect
- Flaking Skin: The user's skin is constantly replacing and shedding from their body causing all sustained and lingering effects to last for one post less and begin at one rank lower where applicable.
- Scarred Skin: The user's skin develops a hard exterior acting as a secondary layer of protection capable of enduring 2x S-Ranks worth of damage regardless of source. This skin is capable of healing itself for 1x B-Rank each turn. The user's skin layer does not receive any resistance besides a moderate resistance to self-inflicted damage.
Spell
- Name: Searing Touch
Rank: S Mana Cost: 1000 Requirements: Essence of Scarification Type: Supplementary Element: Fire Range: Touch-50 meters Cooldown: 5 Posts Duration: Sustain Effect: The user may touch an ally applying their fire resistance upon them up to moderate resistance, which they may sustain as long as they remain within 50 meters of the user, alternatively they can apply this spell onto opponents causing them to receive a minor fire weakness. This effect may be applied to multiple individuals, however will always cost the flat 1000 mana regardless of the number of people impacted.
- Name: Morning Glory
Rank: S Mana Cost: 5% of the users total base mana pool Requirements: Essence of Scarification Type: Supplementary Element: Fire Range: Topic Wide Cooldown: Once per topic Duration: Sustain Effect: The user stretches out both of their hands into the sky immediately turning it into daytime if applicable, while the surrounding area's temperature elevates to intense amounts drying up surrounding rivers and creeks while plantlife browns and dies. As these changes occur causing frost-based supportive spells to be cast and sustained for one rank lower while having a 20% mana cost increase and a 1 post cool-down increase, while fire-based spells have a 20% mana cost reduction and a 2 post cool-down reduction.
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- MODIFICATION:
General Name: Mhardoc's Blood.
Slot: Modification.
Type: Race.
Class: -
Quantity: Limited.
Element: -
Details Description: Mhardoc's Blood bestows supernatural powers to Werewolves and pushes their limits.
Extra Requirements:
- The user must purchase this item from the Mysterious Merchant.
- The user must be a Werewolf to purchase this item.
Effects
- Bestial Scaling: The user can dig their fingers into a surface, then propel upward and dig in again, generating the effect of wall-crawling. This can be done on vertical and horizontal surfaces. They cannot stand straight on walls though.
- Apex Predator Smell : The user can smell the scent of anything within a 50-meter range to determine their location and hunt them down.
- Alpha Physiology: Instead of the normal 20% increase that Werewolves receive passively, the user receives a 30% increase in their base Strength, Speed, Constitution, and Endurance.
Effects (High Werewolf)
- Hunter's Intuition: The user becomes adept at detecting weaknesses in their foes, and they'll be able to strike enemies as though they had a Minor Weakness to the user's Melee Attacks. This does not stack with similar passives.
Spells
- Name: Wolf Transformation
Rank: C Mana Cost: 50 Requirements: Mhardoc's Blood Type: Transformation Element: Arcane Range: Self Cooldown: 3 Posts Duration: Sustain Effect: The user changes their appearance into a wolf. The user can speak while in wolf form, however, they cannot cast spells. The effects of items that were worn are still applied to the user in wolf form. Though, spells that are attached to items cannot be used. This is not a spell but a biological capability. Therefore it cannot be canceled by artifacts or magics that can cancel spells.
- Name: Full-Transformation: Precursor Werewolf.
Mana Cost: 10% of Total Base Mana Requirements: 50 RP posts as a Werewolf after this has been purchased Type: Transformation Range: Self Cooldown: 3 Posts Duration: Sustain Effect: The user becomes three meters in height. The entire appearance shifts into that of an overgrown monstrous wolf. It is said that only a few Werewolves in history have managed to access this form. Among Werewolves, it is also said that this form comes closest to what their ancestor might have looked like. The transformation increases the base Strength, Speed, Constitution, and Endurance by 150%. In addition, the user receives a Minor Magic and Physical Resistance. Spells, however, cost 50% more mana instead of 20% more mana while using this transformation. This is not a spell but a biological capability. Therefore it cannot be canceled by artifacts or magics that can cancel spells.
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COMPANION + MOUNT - COMPANION:
General Name: Rer
Slot: Companion
Race: Wolf
Class: Legendary
Quantity: Custom
Element: Fire
Mana: 1500
Statistics:
- Strength: 40
- Speed: 79
- Constitution: 61
Details Height: 3.5 ft Weight: 170lbs
Appearance: A large and fluffy brownish red wolf.
Description: Rer is a wolf that Alaric found in the wilderness between Fiore and Bosco. The wolf had been hunting alone and was attacked by trappers. After being freed, him and Alaric formed a tight bond.
Personality: A very loyal and caring creature. It stays close to his master. His behavior can be seen as territorial to those who do not know the beast. To those it considers friends, Rer will be quite the sweet dog.
Extra Requirements: None.
Abilities Skills:
Companion Perks:
Partner Perks:
- Well Traveled: The user receives a 20% word reduction on completing quests.
- Keen Nose: The user receives an additional 20% jewels when completing quests.
- Hair of the Wolf: The user's physical damage is towards items and equipment to be treated as one tier higher when calculating damage.
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- MOUNT:
General Name: Mana Car
Slot: Mount
Type: Vehicle
Quantity: Unlimited
Element: None
Requirements: None
Details Description: A wonder of magical craftsmanship inspired by Talaz Lagaarian technology, magical vehicles drain the mana of the rider as energy to move the vehicle at breakneck speeds, surpassing what most magical beasts are capable of. The family friendly option among the magical vehicles, the Mana car is expensive, but can seat a sizeable number of passengers, being ideal for group travelling
Notes
- The user can choose an appearance for their mana car.
- The image must be posted in here to get reviewed. Do not send a link, but attach the image within [img] brackets instead. Use an image without a background.
Feat
- The user receives a 40% wordcount reduction on traveling when riding on their mana car.
- Should the user travel with multiple people (max. 4 other people) at the same time, they will all get the 40% discount on traveling while traveling on the automobile.
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Last edited by Alaric Holloway on Mon Jul 15, 2024 8:35 pm; edited 7 times in total
Mon Jul 15, 2024 2:33 pm Guild : Paradise Dawn Jewels : 360,000 Rank : A-Rank Race : Werewolf Experience : 378,568 Reputation : 5.800 Class : Berserker Strength : 224 Speed : 159 Constitution : 132 Endurance : 153 Intelligence : 65 Mana : 2,870 Companion : Rer Pouch : Locked
THREAD TRACKING
ROLEPLAY THREADS - Spoiler:
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QUEST THREADS - Spoiler:
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FIGHT THREADS - Spoiler:
- ACTIVE:
- [url=hold]hold[/url]
- [url=hold]hold[/url]
- [url=hold]hold[/url]
- COMPLETED:
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EVENT THREADS - Spoiler:
- ACTIVE:
- [url=hold]hold[/url]
- [url=hold]hold[/url]
- [url=hold]hold[/url]
- COMPLETED:
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Last edited by Alaric Holloway on Tue Jul 16, 2024 7:24 am; edited 9 times in total
Mon Jul 15, 2024 7:38 pmPermissions in this forum: You cannot reply to topics in this forum
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