I hear hurricanes a blowing.
I know the end is coming soon.
I fear rivers over flowing.
I hear the voice of rage and ruin.
I know the end is coming soon.
I fear rivers over flowing.
I hear the voice of rage and ruin.
Name: Hellhound Collars
Rank: Artifact
Proof of Purchase: Link
Type: Wind and Fire Wheels
Description: Hellhound Collars were designed similarly to the Chinese version of Wind and Fire Wheels, with a section on each for a deadly set of five thin, curved blades. The weapon has a padded section on it where the user grips the weapon to use it, with a cross guard to protect the wielder's hands. These wheels were created in a way to make them lightweight and easy to use in battle, especially for those trained in martial arts. They are flat metal rings, often in a diameter of 38cm, used to slash, stab, parry, and disarm an opponent. It is a weapon that is wielded in a pair, which makes battling opponents easier, but may be used as only one wheel. This means that if one wheel is lost, the wielder is not without the help of the other wheel, should they still have that one. In spite of their nimbleness, their design is a huge weak point, as there are many large gaps to make the weapon glide smoother and quicker through the air.
Strengths:
- Durable in battle, resulting in battling against the wielder a lot more difficult as it is harder to break a weapon with more holes in it
- Makes disarming opponents easier, as effectively using the holes in the weapon as an advantage can disarm others
- The protruding blades allow for further protective distance from the opponent while attacking, but just by a few more inches
- Lightweight and easy to carry, which allows for quicker speed, since the weapon barely weighs the wielder down
Weaknesses:
- The design of the weapon is mostly its weak point, where it is thin and has a terrible design for close combat
- Use of this weapon means closer range of attacks, as the wheels were designed not for throwing, but close combat fighting while surrounded
- They do not defend well against slimmer, agiler weapons, considering the weapons can just be slid through the gaps
- Abilities may be ineffective if not used as a pair (e.g. one wheel cannot use an ability without the other wheel near it)
- The weapon will be useless if the wielder is not trained or well-trained in it, as it takes practice to wield such an agile weapon
Abilities:
- Ticking Down To Damnation:
- Name: Ticking Down To Damnation
Rank: User Rank (Max S Rank)
Duration: 5 posts
Cooldown: 6 posts
Description: Ticking Down To Damnation is much like Absol's Perish ability; however, instead of forcing someone to faint, it deals current rank throughout five posts. The damage points increase with each rank the mage levels up (e.g. 60hp for B rank, 80hp for A rank, etc) until it reaches its max rank. This is a spell that lasts for four posts and uses its duration as a sort of countdown; with each post, thereafter, the spell deals 35% in damage to the opponent(s) (max of 4 posts). When the blow lands on one opponent, the noise the weapon makes may sound like an alluring singing of a woman, more specifically, a Siren. Anyone who is within close vicinity of the weapon (30 meters 'round), and hears the noise it makes, are ultimately cursed with the spell, along with the one who was struck by the weapon. 40% rank damage is dealt on the one who was struck, but anyone affected by the spell is dealt 75% of the total rank damage (total of ability damage is 1.80x rank damage). Damage is also dealt with the user, giving them 1/3 of the max rank damage (24HP). The spell has a range of thirty (30) meters, and can affect up to seven (7) people total; this includes the originally hit opponent as well, not just the ones in the vicinity.
Strengths:- User has to strike the opponent only once for them to be cursed and the opponent must be within 5 meters of the user
- It deals a greater amount of damage, where it deals an extra .80x spell rank damage to the targeted opponents
- Affects those who are in close vicinity to the weapon, meaning anyone in the 30-meter range is affected
Weaknesses:- It is a considerably weak spell in damage department, with the initial hit being only 45% of spell rank damage
- It does not affect AoE opponents as strongly as direct-hit opponents, where they only receive 75% damage rather than the full damage
- It may not affect those who have a resistance against curse magic, such as those with an affinity for curses
- This ability deals damage to the user, equaling out to 1/3 of the total damage of the spell, which is about 24HP
- User has to strike the opponent only once for them to be cursed and the opponent must be within 5 meters of the user
- Illness of the Ghost:
- Name: Illness of the Ghost
Rank: User Rank (Max A Rank)
Duration: Instant
Cooldown: 2 posts
Description: This ability drains the HP of an opponent upon contact with one of the many blades that engulf the weapon. The moment blood is drawn by one of the blades, the weapon absorbs the life force of the opponent and gives it back to the user. It deals 1x spell rank in damage that is of the user's current rank and heals the user with half of the damage that was dealt. So, an example would be if one full C rank damage was dealt, 50% of that damage would be restored to the user in order to heal them. Unfortunately, the ability is only capable of healing the wielder of the weapon; so, it cannot heal the wielder's allies. However, if the weapon were to be given to another person, then that person would be able to heal themselves with this ability. Illness of the Ghost requires for the user to be in close combat range of the opponent in order for the ability to work.
Strengths:- Can be used to heal quickly, restoring 50% of the total damage that the spell had originally dealt on the opponent
- It also deals damage to the opponent, equaling to 1x spell rank damage, in which half of that is restored to the user's health
- Not necessarily the strongest of the abilities, but is more useful than the other ability that requires more posts
Weaknesses:- Can only be used once every two posts; so, the user can constantly heal themselves while also dealing damage
- Useful only in contact with the opponent, meaning the ability only works once it has struck the targeted opponent
- Confined only to the strength of the user's rank; what this means is that it only deals the damage of the user's current rank
- Overall heal may be weakened while ability is in use, as in the user is more prone to taking damage while being healed
- Can be used to heal quickly, restoring 50% of the total damage that the spell had originally dealt on the opponent
464
MADE BY VEL OF GS + ADOXOGRAPHY 2.0