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    Onyx Moon/West Fiore Trading Company Guild Spells/Pet/Assets

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    Onyx Moon

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    Onyx Moon/West Fiore Trading Company Guild Spells/Pet/Assets

    Post by Onyx Moon on 28th February 2018, 6:13 pm



    Keeper of Vice (Offensive spell) - Death Comes:
    Name
    Death Comes

    Rank:
    H+

    Type:
    Guild Offensive – Charged AoE

    Duration:
    Up to 5 rounds due to being a charge up

    Cooldown:
    15

    Description:
    Death comes on swift wings or so they say, this is no mere boast to any who come across Onyx Moon's Keeper of Vice. Nothing about this guild spell seems run of the mill even from how it seemingly has no noticeable activation which is indeed the case. The keeper must merely start building up energy within their body of course this is extremely dangerous to its wielder as the longer they keep the strain the more damage it does to them, but while they are building up the energy unlike most charge spells they are still able to fight quite normally. Each round allows a build up of 50% rank damage (Capping at x2.5), the damage can be released at any point in what can only be described a mass explosion by the Vice Keeper. This damage can go the max range of 300m. Damage is spread equally over enemies of the guild meaning it can't hurt those who are innocent or bare the guilds mark. While charging the Keeper of vice gets a buff of 25% to both their physical and magical attacks. (The buff only works for things that deal damage). Their is a price of course for power, as said before the longer the build up the more the wielder pays for it, every round the keeper of vice continues to build up he loses 60hp due to the strain and due to the nature of the spell healing spells are only half as effective on them.

    Strengths:

    - Charges up to deal more damage
    - Unable to harm those who are deemed as innocent or guild members
    - Gives a buff to attacks while charging
    - Non elemental so can't be eaten by slayers

    Weaknesses:

    - Keeper takes damage each round
    - Healing only works half as well on the keeper when active
    - Distance is smaller than one may expect from a spell of the same rank
    - Healing and other buff spells are unaffected by this spells magic buff
    - When triggered there is no do over in the spell so the Keeper has to be sure when they release the energy
    - If the keeper is knocked out the spell is safely dispersed dealing no damage and so wasted.

    Keeper of Virtue (Defensive spell) - Keeper's Secret:
    Name
    Keeper's Secret

    Rank:
    H+

    Type:
    Guild Defensive – Healing Shield

    Duration:
    8 Posts

    Cooldown:
    15

    Description:
    It is said that the past holds many powerful secrets to anyone that has the time and patience to go looking for these ancient secrets. Onyx Moon it seems had managed to come across one of these secrets and ever since gifted it to the Keeper of Virtue so they may keep themselves and allies safe. The spell that the guild happened to come across a very interesting and powerful defence spell indeed, like their counterpart of 'vice' this has no visible way of seeing it's activation but unlike their counterpart they don't store the energy within their bodies in fact they spread it out between themselves and their allies. Those that are being affected by this spell get what can only be described as a shimmering bracelet of royal blue and white runes on their left wrist. What this does is covers people with 630hp (the equivalent of 3 H+ rank hits) equally amongst those with the marks. ( the more people shielded the less of a beating the shield of each person can take before fading. Max 3 people.) These shields are not visible to the naked eye but can be sensed through magical means and sight, when hit a ripple seem to show the hidden barrier. As a secondary effect those with the marking get the equivalent of being healed  for the same as a multi-target s rank heal over time spell would do (max 25% each per round). The marks are usable up to 200m away from the Keeper of Virtue. With power their comes drawback and responsibility none more apparent when dealing with the magic of old. Any under the protective effect of this spell may not attack if they do they lose it's protection and healing, in addition the strain of using such an ancient magic disorientates the caster for one round leaving them immobilised and unable to attack, the last downfall to this ancient magic is that the Keeper loses 25% of their speed for five turns as they get their bearings once more.

    Strengths:

    - Can protect up to three people
    - Heals those being protected
    - Classed as non elemental so slayers can not eat it
    - Shield is like an unseen bubble

    Weaknesses:

    - Short distance
    - Immobilises caster
    - Debuffs caster
    - Those being protected can not attack or lose the benefit
    - Caster can not protect themselves while immobilised

    Keeper of Balance (Support Spell) - Elysium Touched:
    Name
    Elysium Touched

    Rank:
    H+

    Type:
    Guild Support- Illusionary Immobilisating Debuff

    Duration:
    10 Posts (1 post for initial activation)

    Cooldown:
    15 Posts

    Description:
    Even the damned can find themselves heaven touched if they try hard enough to see the light. Elysium Touched is another ancient spell that the Onyx Moon's guild 'happened' upon, seeing its strength they decided that it would be a good addition to the guild support system and thus kept it for themselves. The Keeper of Balance is gifted the ability to use this spell and unlike either side of this spell does have an activation method that can be seen. The warning sign of the spells imminent activation is the almost celestial blue glow their eyes take on before the very intricate set of hand gestures that quickly follow a round later. When fully activated the keeper is covered in golden white glowing markings making it impossible for them to hide in natural shadow. With the markings in place an area of 200m changes to look like whatever the keeper wishes; to those of same rank and below the keepers rank (caps at spells rank) this is a flawless solid illusion. Once the illusion is set it can not be changed so the keeper must be sure on what they want this to be before the spell is cast. The illusion itself does absolutely nothing though can be a hindrance for both ally and enemy alike depending on the scene chosen. The true strength of this ability is that due to the change around them it stops enemies in their tracks as they try and work out what is going on for a single round, what they don't seem to realise is that the air within the illusion has changed just slightly making them weaker and slower (both physically and magically) by 50%. This spell does not effect none hostile people, allies or those wearing the guilds mark. Due to the strain when the cooldown begins the Keeper of Balance is takes 1.5x damage from attacks that hit them for five rounds as their body gets readjusted.

    Strengths:

    - Creates a flawless solid illusion
    - Debuffs speed and both magical/physical attacks
    - Immobilises
    - Immobilisation/Debuff doesn't effect innocents, allies or guild members
    - Non elemental so can't be eaten by slayers

    Weaknesses:

    - Requires a round before full activation
    - Activation requires hand movements
    - Keeper can't hide in natural shadow
    - Illusion can be a hindrance to both friend and foe
    - Spell is based on perception (if the enemy isn't openly hostile the debuff/immobilisation won't affect them.)
    - Keeper takes added damage for three rounds when the duration is up
    - Smaller area of effect than one would expect from a spell of this rank
    - Can't be used if immobilised
    - Once illusion is set it can't be changed during the current activation of the spell


    Last edited by Onyx Moon on 13th August 2018, 11:10 am; edited 3 times in total
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    Onyx Moon

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    Re: Onyx Moon/West Fiore Trading Company Guild Spells/Pet/Assets

    Post by Onyx Moon on 28th February 2018, 6:22 pm



    Name:  Romulus
    Rank: Guild
    Species:  Feathered Storm Bird
    Type: Combat Pet
    Description:  The creature stands at 8 feet (2.4384m) tall when standing straight up with a wing-span of 22 feet (6.7m) wide.  This creature is covered in dark feathers.  It's brows and portion's of it's spine are colored blue as a contrast to the dark feathers and it has piercing red eyes, that seem to give off their own light.  It's beak-like mouth is full of 3 inch long, razor sharp teeth meant for tearing through flesh.  It has a long, feathered, lizard-like tail with three prongs at the very tip.  The creature also stands upon it's legs bearing short, but extremely sharp talons.  
    Abilities:
    Grand Cyclone:
    Name:  Grand Cyclone
    Rank: Rank of the user (up to S)
    Type: Offensive
    Duration:  5
    Cooldown: 6 Posts
    Description:  With a single flap of it's wings, a massive storm is created.  With a cry from the creature's mouth, it creates thunder.  A storm is created from the flap of this creature's wings that starts off as a small squall and extends to a massive cyclone that circles around the creature.  The storm whips up, causing a chaotic whirlwind that deals damage and causes a debilitating effect on the opponents.
    Effect:  All targets in the area takes 50% user-ranked damage.  The affected are also pushed around against their will, making movement spells of the user's rank or lower impossible to perform.  All members of Onyx Moon aren't affected by this ability.
    Range:  100 Meters around the pet
    Strengths:
    - Big area DoT
    - Stops people from using movement spells
    Weaknesses:
    - Friendly units that aren't in Onyx Moon are affected by this skill
    - Friendly solid projectiles have a very high chance to miss due to the extremely high winds.
    - Anyone who moves out of the range of the storm are no longer affected by 50% damage and lack of movement spell.
    - The "cannot use movement spells" does not affect targets of 1 rank or higher than the user.
    Feather Bomb:
    Name: Feather Bomb
    Rank: Rank of the user (up to S)
    Type: Offensive
    Duration: 1 Post
    Cooldown: 3 Posts
    Description:  With a flap of it's wings, the creature sends out multiple feathers towards a target, embedding the quill into the target.  The feathers start to vibrate at an extremely high frequency, making a strange tickling sensation for a few moments before the feathers explode, disintegrating.  Not only does the vane of the feather explode, but the quill that is buried within the target also explodes.
    Effect:  10 feathers are shot out at of the creature's wings.  At the end of the post, the feathers explode, 15% user-ranked damage to a target per feather (for a combined total of 150% User-Ranked damage).  These explosions are 1 meter diameter each.  This can also be used outside of battle to destroy objects.
    Range:  85 meters
    Speed:  50 m/s
    Strengths:
    - This can target multiple enemies.
    - Most effective against a single target.
    Weaknesses:
    - When split between enemies, the damage output is lowered depending on the number of feathers struck into the target.
    - A wind spell of equal or greater rank than the user may blow the feathers off-course.
    - Not effective against someone who uses a form change that turns their body into a non-solid (such as water, fire, spiritual).
    Blitz Dive:
    Name:  Blitz Dive
    Rank: Rank of the user (up to S)
    Type: Offensive
    Duration: Instant
    Cooldown: 3 Posts
    Description:  The creature flies up high into the air and turning it's beak downward, the storm bird begins a dive downwards, reaching break-neck speeds before crashing directly into a single target.  This spell deals massive damage as well as backlash damage.
    Effect:  Dive deals 1.75x User-Rank damage.  Backlash of the attack deals 50% of the damage dealt back to the bird.
    Range:  
    B Rank:  50 meters
    A Rank:  75 meters
    S Rank:  100 meters
    Speed:  
    B Rank:  35 m/s
    A Rank:  50 m/s
    S Rank:  80 m/s
    Strengths:
    - Deals massive damage
    - Relatively fast attack
    Weaknesses:
    - 50% backlash damage dealt back to the Guild Pet after hitting.
    - Due to requiring to rise up into the sky, it is easy to spot an attack in-coming.
    - Quick opponents can move out of the way with relative ease.


    Purchased Pet Equipment:  Here

    Pet Weapon
    Raptor's Talons:


    Name: Raptor's Talons
    Rank: Artifact Weapon
    Type:  Talons
    Strengths:
    - Natural weaponry for the Onyx Moon Guild Pet
    Weaknesses:
    - Requires the user to get in extremely close.
    - Cannot make wide-sweeping attacks on multiple enemies.
    Abilities:

    Eviscerate:
    Name: Eviscerate
    Rank: Up to S Rank
    Duration: Instant
    Cooldown: 3 Posts
    Description: Using it's long raptor talon, the Onyx Moon Guild Pet swings both of it's legs towards an opponent and it rakes it's talons over an opponent over and over and over again.  This deals 10 attacks at 15% user-rank damage.  This is performed at weapon range.
    Strengths:
    - Deals a lot of damage.
    Weaknesses:
    - Quick opponents may be able to avoid quite a few of the attacks
    - Extremely close range is required.

    Raptor's Grip:
    Name: Raptor's Grip
    Rank: -1 the user's rank up to A Rank
    Duration: 1 Post
    Cooldown: 3 Posts
    Description: The Guild Pet flies up to an enemy and grabs their arms with their powerful talons.  Upon grabbing their arms the creature digs it's large talons into them and slowly lifts them up, spreading it's feet apart to spread the arms of the opponent.  While it's talons are dug into the target, it flaps it's wings to cause the target to be airborne, barely off of the ground.  
    Effect:  Target takes -1 User Rank damage and the target is bound for 1 post.
    Strengths:
    - Target cannot move
    - Damage still occurs even if the target cannot be bound.
    Weaknesses:
    - Cannot bind a target of higher rank than this ability.
    - Pet's legs are vulnerable to attack while binding an opponent.
    - Cannot lift/bind targets weighing more than 400 lbs/181.4 kg

    Pet Armor
    Black Steel Feathers:

    Name:  Black Steel Feathers
    Rank: Artifact Armor
    Type:  Feathers
    Description: The Black Steel Feathers are made of a high carbonate steel bathed in vantablack.  Vantablack is the darkest known substance ever creating, absorbing over 90% of the light to touch it, making it extremely dark, especially during the night-time.  These feathers weren't placed upon the creature artificially, but testing of a single feather showed the composition that the feather was made from.  Testing had also shown that the feathers are capable of creating their own electromagnetic field once shaken to a specific frequency.  
    Strengths:
    - Strong, natural armor for the pet
    - Weight of the steel does not hinder the pet's ability to fly and fly gracefully
    Weaknesses:
    - Easy to visually lose track of the creature during night time.
    - Making contact with the high carbonate steel feathers create a loud "CLANG" sound
    - Armor can be eaten by Metal Slayers
    Abilities:
    Feather Storm:
    Name: Feather Storm
    Rank: User Rank up to S
    Duration: 2 Posts
    Cooldown: 3 Posts
    Description: With a single flap of the creature's wings, some of it's high carbonate feathers are shed and placed into a small vortex.  Several of these small vortexes fly around towards members of the Onyx Moon and surrounds them with a storm of black feathers flying around them.  
    Effect:  Every member of Onyx Moon in range are covered by a storm of feathers.  This storm of feathers protects from 3 hits of the user's rank (up to S Rank) and 1.5 hits of +1 user's rank (up to H Rank).  
    Range:  85m radius from the pet
    Speed:  50m/s
    Strengths:
    - Wide area defensive spell covering multiple allies.
    Weaknesses:
    - Only affects Onyx Moon members, not being able to be used on friendly non-guild members.
    - Sky Slayers and Metal Slayers may eat this barrier
    Puff of Vantablack:
    Name: Puff of Vantablack
    Rank: -1 User's Rank (Up to A Rank)
    Duration: 2 Posts
    Cooldown: 3 Posts
    Description: The pet spreads it's wings and lets out a loud cry.  A giant black puff covers the area, sticking to those bearing the Jolly Roger and to those only.  Those covered in Vantablack appear extremely dark with almost no light reflecting back.  During the night, the targets affected by the Vantablack appear invisible until they make an attack, to which an aura of their fighting spirit leaks out of the Vantablack, making them visible for a brief moment before vanishing back into the night.
    Effect:  At night, this covers all that are Onyx Moon within the range in Vantablack.  Targets become "invisible" for the duration of the ability.  When they attack, they glow in a bright light to show their position until the end of the attack.  
    Range:  50 meter radius
    Strengths:
    - Invisibility when used during the night or in dark areas.
    Weaknesses:
    - Water spells can wash away the Vantablack
    - Targets of S Rank or higher aren't affected by the darkness of the Vantablack
    - When attacking, targets glow, showing their position.  This glow doesn't go away until after the target finishes attacking.  This leaves them vulnerable to attack.
    - Does not appear invisible during the day.  The target actually sticks out like a sore thumb when bathed in light.
    - Does not affect friendlies that don't have the Jolly Roger.

    Pet Item
    Ring of the Pact:

    Purchased here
    Name: Ring of the Pact
    Rank: Artifact Item
    Type: Ring
    Description: A black ring that is worn around Romulus' left leg is a sign of the creature's obedience to the Onyx Moon.  This ring was fitted upon the creature as part of a pact that the Onyx Moon would offer protection to a dying breed of creature, allowing them to breed and flourish under their protection with the use of the last male creature of it's kind surviving.  This pact is to remain until the creature's kind begins to flourish back to the numbers it once was many thousands of years ago.  This being a number of 50.  While it doesn't seem like much, it was enough to keep the species going without the danger of them dying off.
    This ring was fit onto the creature to amplify it's wishes for the guild.  It's wish being to keep them alive in order to keep his own species alive.
    Strengths:
    - Capable of reflecting damage
    - Inhibits the amount of HP the enemies can regain
    Weaknesses:
    - The Ring is extremely vulnerable when using it's weapon (the talons)
    - Once Ring is broken, all HP that should have been healed will apply.  (IE:  Due to it inhibiting 50% of the healing of the enemies, once the ring is broken, the 50% they should have obtained will be given to them at this time)
    - Lower's pet HP by 25% when equipped
    Abilities:
    - Reflect Damage:  Any damage dealt to the pet reflects 25% of the damage done back to the assailant.
    - Health Inhibitor:  Any target within a 85 meter radius of the pet that doesn't have a Jolly Roger (Guild Sign) upon them, has their healing cut by 50%.  This only applies to active healing and not passive regeneration.  Moving out of the radius removes them from this effect.  


    Last edited by Onyx Moon on 13th August 2018, 11:12 am; edited 2 times in total
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    Onyx Moon

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    Re: Onyx Moon/West Fiore Trading Company Guild Spells/Pet/Assets

    Post by Onyx Moon on 28th February 2018, 6:29 pm


    Guild Ship
    Build Topic:  Here

    Ship Name: The Valkyrie
    Class of Ship: Aerial Guild Ship
    Ship Size: 2500ft long x 1000ft wide (at the front half of the ship) or 600m wide at the aft half of the ship
    Crew Size: 10 NPCs / 23 PCs
    Description: Utilizing a great amount of steam technology and electronics upon the ship, this mechanical giant is capable of storing up to 10 tons of gear within it's cargo-hold.  This ship is also equipped with state-of-the-art and up-to-date furnishings for every member of Onyx Moon.  This mobile fortress is used as a secondary base to the Onyx Moon with modern day amenities such as a modern kitchen, modern freezer (for holding several weeks worth of food) modern bathrooms.  The bathrooms, however, are coed due to the size restrictions of the ship.  The showers are open-roomed showers, meaning there is no dividing wall between each shower.  
    At the bottom-most deck, there is an 800x600 platform that opens up with a cargo door, allowing for deployment of other aircraft out the aft end of the ship.

    This ship is also equipped with a Slayer Detector, allowing those that are slayers to not feel disoriented or motion sick within the ship.  This is to keep them fighting-fit and ready for action at all times.

    Hull Changes:
    - Refined Adamantium [750,000J]
    Weapon Changes:
    - 1x Tier 6 Military Weapon [550,000J]
    - 4x Tier 4 Massive Weapons [400,000J]
    Ordinance:  [50 Slots]
    [2 Slots] 2x Weapon Drops [60,000J]
    [2 Slots] 1x Rose Garden Engineer (5% HP Healing per post) [500,000J]
    [1 Slot] 1x Oxygenator [30,000J]
    Exchanges:
    [10 Ordinance Slots] 10x Speed Core for +50 knots.  [150,000J]
    [2 Ordinance Slots / 2 Seats] Rift Drive [50,000J]

    Tactical Ability:  [100,000J]
    Ghost Ship Cloaking:
    Ghost Ship Cloaking
    While not in battle, the guild ship is cloaked in invisibility.  This ship remains in invisibility unless dropped by the GM or Ace of the guild remotely.  This ship remains invisible until it enters combat configuration, where the weapons come out and are ready to fire.  Once the ship enters combat configuration, the cloak of invisibility cannot be returned until after the ship exits combat configuration.  This is a passive ability and is constantly on unless toggled by the GM/Ace (for boarding reasons) or when entered into combat.  

    Tactical Ability:  [200,000J]
    Submersible:
    Submersible
    With an oxygenator equipped, the ship is capable of submerging underwater for long periods of time.  This ship is not prolonged by the amount of time spent underwater due to the oxygenator equipped on-board.

    Offensive Ability:  [75,000J]
    Blast Barrage:
    Blast Barrage
    By programming the battle computer, a single target can be identified and all of the weapons can aim at the intended target (utilizing telemetry for precision aiming) and with a single guarded switch, all of the armament is fired at the same time upon a single target.  This deals all damage of all weapons that aren't on cooldown to attack a single target, whether it be a human target, monster target, or a structure.  The combined damage of the weapons is also increased by 20% due to the concentrated fire upon a single target.  

    Due to this ability relying on weapons not on cooldowns, the damage of this ability can vary and using this ability takes precise timing to use it effectively.  Due to the strain that this puts upon the ship, this can only be performed twice per thread safely.  If this is used a third time or more, half of the damage that the barrage can do deals damage to the ship, itself.  This barrage must be done with a minimum of 2 weapons at the same time.
    Duration:  Instant
    Cooldown:  10 Posts
    Defensive Ability:  [75,000J]
    Ghost Ship Armour:
    Ghost Ship Armor
    The ship remembers it's adventures and the curse set upon it as a Ghost Ship.  Due to the curse, the ship has the capacity to revert itself into a Ghost Ship.  This turns the ship and those upon the ship into ethereal beings.  While ethereal, physical attacks (tangible objects) thrown/shot at the ship or the people upon the ship are reduced by 50% during the duration of this ability.  This does not affect attacks that are energy based, only those that are tangible and kinetic based (Such as rocks, ice, bullets, etc).  This effect lasts for 5 posts with a 6 post cooldown.  This can only be performed twice in a single thread.


    Last edited by Onyx Moon on 13th August 2018, 11:22 am; edited 2 times in total
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    Onyx Moon

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    Re: Onyx Moon/West Fiore Trading Company Guild Spells/Pet/Assets

    Post by Onyx Moon on 28th February 2018, 6:34 pm


    Ship/Schematic: Just the Schematic [120,000J]
    Total Cost: 3,060,000J
    I don't know where it was bought...  but it was bought, trust me.


    Ship Name: Mayflower
    Class of Ship: Transport
    Ship Size: 120x80
    Crew Size: 10

    Description
    The Mayflower is a space capable transport ship meant for use for planetary travel. It has the technology to go through Wakusei Portals to go to distant planets, and has another on board to allow the crew to access any Wakusei Portal they have been to before and go there in person immediately. The ship is highly modified for combat, removing a lot of the crew space to allow for more firepower and explosives. The armor used is beyond what is normally capable, though the makers of the ship are long since dead so there's no way of finding out how they managed such a feat.

    Hull Changes
    Magic Adamantium

    Weapon Changes
    2x Tier 6, Small Lasers. (Single Target, 4000 meter range, magic damage)
    1x  Tier 2, Medium Kinetic Cannons (Single Target, 6000 meter range, physical damage)
    5x Tier 1, Small Shrapnel Launchers (Shotgun spread weapon, 500 meter range, less accurate after 100 meters, physical damage)

    Ordinance
    Explosive Supplier; All 3 Choices

    Tactical Ability
    The Crazy Ivan -- The engines of the ship boost in different directions, causing the ship to do a sudden 180 degree turn to avoid attacks and put the ship in an advantageous position. May do this four times per topic max, no cooldown.

    Offensive Ability
    Focus Fire -- The ships weapons are overclocked, causing all weapons to fire thrice when used once, but overheating for the rest of the topic after they are fired this way.

    Defensive Ability
    Shields Up! -- Activates a shield for three turns that absorbs all incoming damage, and reflecting physical objects back in the direction they came from. Can take 100,000 damage before it fails, though overkill from the same source will not pierce through.[/spoiler]

      Current date/time is 17th August 2018, 12:41 am