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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


    Romulus

    Name: Romulus
    Rank: Guild Pet
    Species: Feathered Storm Bird
    Type: Combat Pet

    Description:
    Romulus, the guild pet of Onyx Moon, appears as a large bird covered entirely in pitch black, steel like feathers that have the ability to store and release magical energy, glowing red eyes and a sharp beak and claws. Standing at 20 feet (~6m) tall with a wingspan of 65 feet (~20m), the creature is rather intelligent, commands storm magic with absolute control over the atmosphere around itself, enabling it to wield wind and lightning magic or even combine the two into storm magic. It's beak-like mouth is lined with long, razor sharp teeth, the claws on its legs easily able to rip through steel. The magical beast additionally possesses a long tail that ands in a sharp, blade like pointed appendage that can be used for slashing.

    Appearance:


    Abilities:

    Feather Storm:


    Name: Feather Storm
    Rank: S
    Type: DoT, AoE
    Damage: 30
    Range: S-rank AoE Range
    Speed: S-rank AoE Speed
    Duration: 10
    Cooldown: 12

    Description:
    Flying up into the sky, sweeping its wings down Romulus releases a burst of hundreds of its feathers downward, covering an area of S-rank AoE range in its long, sharp and knife-like feathers, dealing 0.5x AoE-rank damage to everyone affected. This, however, is not the only effect of the feathers as after that, their hidden properties come into play, releasing the electrical energy stored within them, the lingering electrical energy shocking those struck by the attack for their next 9 posts for another 0.5x AoE-rank damage per round (capping at a total of 2.5x AoE S-rank damage), additionally paralyzing them for their first post after they have been struck initially due to the lightning magic released by the feathers.

    Strengths:
    - Can affect a large area
    - Can paralyze opponents

    Weaknesses:
    - If the feathers are dodged initially they will not paralyze
    - Only affects a limited area, opponents outside the AoE are not affected


    Teravolt Crown:


    Name: Teravolt Crown
    Rank: S
    Type: Multi Target
    Damage: 90 per strike
    Range: S-rank Multi Target Range
    Speed: S-rank Multi Target Speed
    Duration: 5
    Cooldown: 8

    Description:
    Romulus' entire form beginning to glow with deeply blue energy, sparks of electricity start engulfing the storm bird's entire form before coalescing, forming around its head, legs and tail what appears like shifting rings of pure lightning energy. These rings last for 5 posts and can release bolts of extremely concentrated lightning at a single enemy or a group of enemies within S-rank Multi Target range on command, dealing S-rank Multi Target damage upon contact. Additionally, those struck by Romulus' lightning will experience intense electrical shock, reducing their speed by 52.5% for their next 5 posts

    Strengths:
    - Can strike multiple opponents in range at the same time
    - Reduces an affected opponent's speed

    Weaknesses:
    - Does not slow if the attack is dodged
    - Can be consumed by relevant slayers (Lightning)


    Stormwind Artillery:


    Name: Stormwind Artillery
    Rank: S
    Type: Single Target, Burst
    Damage: 120
    Range: S-rank Single Target Range
    Speed: S-rank Single Target Speed
    Duration: 2
    Cooldown: 8

    Description:
    Accumulating stormwind from the atmosphere around itself in a projectile of magical nature before its beak, Romulus forms what appears as a glowing sphere of swirling wind, almost bursting with magical energy. Firing that sphere at a target within S-rank Single Target range at S-rank Single Target speed, Romulus releases the attack, the spherical projectile, upon making contact with something, exploding into an explosive burst of extremely pressurized wind, ripping apart everything within 50 meters of the explosion. Additionally, those affected by the explosion will be paralyzed for their next turn due to the extreme trauma and magical pressure their bodies are put through.

    Strengths:
    - Projectile is hard to dodge due to the explosion
    - Paralyzes affected foes

    Weaknesses:
    - The explosions could potentially cause collateral damage
    - If the explosion is avoided the paralysis doesn't take hold



    Equipment:


    Weapon:


    Name: Stormbird's Beak
    Rank: Artifact (+)
    Type: Natural Weapon / Beak

    Description:
    The Stormbird's beak is indeed an odd one, for the material it is made of is unknown to men and magi alike. Almost reminiscent of carbon fibre in its makeup, the material is extremely sturdy, simultaneously protecting the creature and providing the bird with a dangerous weapon , the beak itself as well as the magical beast's teeth being razor sharp.

    Strengths:
    - Strong, natural weapon

    Weaknesses:
    - Can only be used in close range

    Abilities:

    Name: Storm's Epitome
    Rank: S
    Type: Burst
    Damage: 120
    Range: S-rank Burst Range
    Speed: S-rank Burst Speed
    Duration: 5
    Cooldown: 8

    Description:
    Romulus shoots what looks like a bolt of pure, blue electricity from its beak into the sky above, the sky erupting with a lightning storm, shooting a bombardement of concentrated, blue electricity to the ground, covering an area equal to S-rank burst range in the storm's lightning. This deals S-rank damage and slows all affected opponents by 70% for their next 5 posts.

    Strengths:
    - Covers an area in electricity, hard to avoid
    - Slows opponents

    Weaknesses:
    - Relatively low range
    - If the initial burst is avoided the slow doesn't take effect


    Name: Concussion Blast
    Rank: A
    Type: Burst, Knockback
    Damage: 100
    Range: A-rank Burst Range
    Speed: A-rank Burst Speed
    Duration: Instant
    Cooldown: 5

    Description:
    Inhaling deeply, Romulus releases from its mouth an extremely strong blast of pure stormwind that sweeps away anyone and anything in a wide cone that expands out before itself. This deals A-rank damage and knocks affected foes back 50 meters

    Strengths:
    - Knocks opponents back

    Weaknesses:
    - Can be consumed by relevant slayers (Wind)


    Armor:


    Name: Stormbird's Feathers
    Rank: Artifact (+)
    Type: Natural Armor / Feathers

    Description:
    Romulus' feathers are both naturally resistant to magic, hard as steel while simultaneously being extremely light and durable as well as possessing the ability to store and release magical energy on demand. This provides the Storm Bird with a functional, natural armor that is always optimized to itself and active.

    Strengths:
    - Strong, natural armor

    Weaknesses:
    - Purely defensive

    Abilities:

    Name: Tempest Barrier
    Rank: S
    Type: Burst, Defensive
    Durability: 240
    Range: S-rank Burst Range
    Speed: -
    Duration: 10
    Cooldown: 12

    Description:
    Releasing a burst of magical wind energy in S-rank burst range, Romulus imbues everyone with the guild mark of the West Fiore Trading Company or Onyx Moon with a durable, almost invisible personal shield of magically imbued air that can deflect 240 HP in damage before the spell breaks. Additionally, this provides every affected member of the guild with 25% resistance against both magical and physical damage for the duration of the spell.

    Strengths:
    - Provides guild members with a durable defense

    Weaknesses:
    - Limited range


    Name: Magic Reflective Feathers
    Rank: A

    Description:
    Romulus' feathers act as a durable, natural repellent to any kind of magic, granting the storm bird a 50% resistance to magic damage as well as 5% more overall HP.


    Item:


    Name: Stormbird's Eyes
    Rank: Artifact (+)
    Type: Natural Magical Catalyst / Eyes

    Description:
    The eyes of the Storm Bird are most unique indeed, amplifying its own casting and magic as well as that of allies within its vicinity, acting as a catalyst for its own unique magical powers and storm energy.

    Strengths:
    - Strong, natural magical item

    Weaknesses:
    - If Romulus is blinded they will cease to function

    Abilities:

    Name: Blessings of a Dark Sun
    Rank: S

    Description:
    The unique eyes of Romulus the Storm Bird imbue every ally within its burst range with its magic amplifying aura, enhancing their spell damage by 60% passively as long as they remain within S-rank burst range of the magical beast.


    Name: Blessings of the Black Night
    Rank: S

    Description:
    The unique eyes of Romulus the Storm Bird imbue every ally within its burst range with its magic amplifying aura, enhancing their spell damage by 60% passively as long as they remain within S-rank burst range of the magical beast.




    Last edited by Onyx Moon on 31st August 2018, 7:57 pm; 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, 6:29 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 18th October 2018, 7:07 pm