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    Super Heavy Champion Requip Magic [Complete]

    Zalck
    Zalck
     
     

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    First Magic: Super-Heavy Champion Requip Magic
    Second Magic:
    Third Magic:

    Super Heavy Champion Requip Magic [Complete] Empty Super Heavy Champion Requip Magic [Complete]

    Post by Zalck on Fri 29 Aug - 21:08

    Magic

    Primary Magic: Super-Heavy Champion Requip Magic
    Secondary Magic: None
    Caster or Holder: Holder
    Description: This form of magic is based on the usage and summoning of many different magical weapons and armor that are pulled from and stored in a magical pocket space. Super-Heavy Champion Requip was created to allow for the use of heavy armor without it being cumbersome to the user, allowing for a wider range of uses for the items deployed through the magic.

    Alito focuses on getting out a set of his Super-Heavy items out, and using their light-weight abilities and his levitation spell to surprise his opponent with his speed and versatility.

    Strengths:

    • Use of heavy weapons and armor without the penalties of speed and without the strength requirements.
    • While heavy items usually require brute force as their only tactics, this magic allows for more versatility in its usage.
    • Very effective in one on one combat.
    • Although lightweight to the wielder of the magic, the items are still very heavy to others.

    Weaknesses:

    • Slight channelling time to get each item out. Items can be used together, but cannot be brought out simultaneously.
    • Much less effective against groups of enemies.
    • No kind of elemental magic can be used/fused/mixed with Super-Heavy Champion magic.
    • It requires a strong will to maintain the summoned items and their passive abilities. If the user’s will is broken, the items will lose their lightweight abilities and in extreme cases return to their magical pocket space.
    • All items are unique, and if broken by a stronger spell must be remade.


    Abilities/Powers: Lightweight: All items, while being heavy in nature, are lightweight to the user, comparative to light armor and regular swords and shields instead of their heavy variants.

    Spells:

    Signature Spells:

    Super Heavy Battlin' Boxer Cestus:
    Name: Super Heavy Battlin' Boxer Cestus
    Rank: C
    Type: Offensive
    Description: The user calls out ‘A Super Heavy Champion can box with the best! Go! Battlin' Boxer Cestus!’ which also acts as part of the channeling period for the spell. Two sigil appear in front of his fists, which then shine brightly. Afterwards, they are covered in leather wrapping, with large metal plates over the knuckles. These can make his punches quite deadly.

    C-Ranked Spells:

    Super Heavy Tower Greatshield:
    Name: Super Heavy Tower Greatshield
    Rank: C
    Type: Defensive
    Description: The user calls out ‘A Super Heavy Champion values his defense! Requip! Super Heavy Tower Greatshield!’ which also acts as part of the channeling period for the spell. The Shield then falls through a sigil above the user, which he then attaches to his back or his forearm. It is a layered, dark grey material. It is roughly 6’8” tall, and 2’ wide. The shield is destroyed by 3 C ranked spells, or an equivalent (1.5 B, On the 3rd hit the shield is broken)
    Active Ability: Deflection: The tower shield can deflect B-ranked and lower ranged magic, at 80% of the MP cost of the spell and 80% of the power. This means a deflected D rank spell is easily outclassed by a regular D rank spell. The user can generally direct where this deflection goes.
    Passive Ability: Quick-Equip: The Super Heavy Tower Greatshield does not feature straps that go around the arm. Instead, it attaches through a magical force with the Super Heavy Dreadnought Armor. This allows the user to quickly attach it to his forearm, back, or even under his boots without the need to adjust any type of strap.
    Strengths:

    • Heavy Shield protects from most attacks. It can take blows including spells.
    • Does not weigh the user down any more than a small shield would.
    • The user’s movement is not restricted any more than a small shield.

    Weaknesses:

    • Though it protects from damage, the user must be able to withstand the physical force of the blow, otherwise the shield will be knocked back, leaving the user open for attacks. In extreme cases, the shield can be knocked away from the user.
    • The Deflection ability requires the shield to be swung like in a parry, which means the user must be have the ability to make that movement. Also, directly after the deflection the user is open to attacks.
    • Duration lasts 7 posts.
    • Channeling period is 7 seconds.
    • Cool down is 8 posts minus return period. (Number of posts early the items are returned.)


    Super Heavy Sempill Ultra Greatsword:
    Name: Super Heavy Sempill Ultra Greatsword
    Rank: C
    Type: Offensive
    Description: The user calls out ‘A Super Heavy Champion values his offense! Requip! Super Heavy Sempill Ultra Greastsword!’ which also acts as part of the channeling period for the spell. The user then reaches through a sigil in front of the user, which he then pulls the sword out of, akin to unsheathing it. The sword is a brilliant bright silver, with a simple hilt and hand grip meant for two hands. It is roughly 7.5 feet long. The sword can be wielded with one or two hands, though there is more strength and stability in wielding it two handed.
    Active Ability: Ultra Great Swing: The user swings the sword, creating a shockwave in a 180 degree arc in front of them, which spreads to 20 feet (12 additional feet past the sword). This shock wave will knock back people and objects in the arc. Logic applies, so heavier objects get knocked back less. Does not affect A-Rank and higher mages. Cool down for this ability is 3 posts.
    Passive Ability: Broadsword: The Semphill Ultra Greatsword is a very large sword, and will not be destroyed by the first spell that would destroy it. It can take 2 C ranked spells (or an equivalent) before it is destroyed. (2nd spell will destroy)
    Strengths:

    • The Sempill has a great reach.
    • Allows for complex sword maneuvers not usually possible with such a large sword..
    • The shock wave helps to knock back additional enemies in a group fight.

    Weaknesses:

    • While being able to do more complex maneuvers, thrusting with this sword is still not very effective, due to its sheer length.
    • The long hilt makes close range combat hard.
    • Due to physics, in a sword fight a hard blow to the end of the long sword can disarm the user, since they would not have the leverage with one hand to sustain holding the blade.
    • Duration lasts 7 posts.
    • Channeling period is 7 seconds.
    • Cool down is 8 posts minus return period. (Number of posts early the items are returned.)


    Warmonger's Armor:
    Name: Super Heavy Warmonger's Armor
    Rank: C
    Type: Defensive
    Description: The user calls out ‘A Super Heavy Champion values Communication! Requip! Super Heavy Warmonger's Armor!’ which also acts as part of the channeling period for the spell. The pieces of a full heavy armor set then appear through two magic circles, one in front of him, and one behind him, quickly attaching themselves until the user is completely covered in the armor. This is the second part of the channeling period. It appears to be huge, with large stylistic pieces reminiscent of a shogun, and a large war banner on the back, which he can change what it says when he summons the armor.
    Active Ability: Steadfast Will: Alito can give a rallying call, increasing movement speed to himself and allies within a 30 meter radius. Movement speed is increased by 25% for three turns. 5 Post Cool-Down
    Passive Ability: General's Aide: Alito and his teammates can communicate telepathically within a 35 meter radius.
    Strengths:

    • This armor allows for teamwork and communication, as well as party buffs.
    • Does not weigh the user down any more than a light armor would.
    • The user’s movement is not restricted any more than a light armor.

    Weaknesses:

    • Does not add protection to elemental attacks other than their physical force. Can still experience burn or frost damage, for example.
    • Communication can be blocked by teammates, and possible to be hacked by any magic that uses telepathy of a higher rank.
    • Duration lasts 7 posts.
    • Channeling period is about 15 seconds.
    • Cool down is 8 posts minus return period. (Number of posts early the items are returned.)


    D-Ranked Spells:

    Super Heavy Dreadnought Armor:
    Name: Super Heavy Dreadnought Armor
    Rank: D
    Type: Defensive
    Description: The user calls out ‘A Super Heavy Champion values Steadfastness! Requip! Super Heavy Dreadnought Armor!’ which also acts as part of the channelling period for the spell. The pieces of a full heavy armor set then appear through sigils around the user, quickly attaching themselves until the user is completely covered in the armor. This is the second part of the channeling period. It appears bulky and cumbersome, being of a hard, dark grey metal. The armor lacks any finer details, besides slight stylings resembling a samurai’s armor.
    Active Ability: The user calls ‘Return!’ causing all other Super-Heavy items to return to the user. This only works within 250ft of himself. This has a cooldown of 2 posts.
    Passive Ability: Speed Channelling: The post this armor is summoned, the user can summon both other items in half of their channelling time.
    Strengths:

    • Heavy armor protects from most physical damage such as slashing or bludgeoning.
    • Does not weigh the user down any more than a light armor would.
    • The user’s movement is not restricted any more than a light armor.

    Weaknesses:

    • Does not add protection to elemental attacks other than their physical force. Can still experience burn or frost damage, for example.
    • The ‘Return!’ ability cannot be used the post the armor is summoned. Items can still be held back by others, and do not break through inanimate objects (though they will try to find a way around them.)
    • Duration lasts 5 posts.
    • Channelling period is about 15 seconds.
    • Cooldown is 6 posts minus return period. (Number of posts early the items are returned.)



    Super Heavy Heaven Halberd:
    Name: Super Heavy Heaven Halberd
    Rank: D
    Type: Offensive
    Description: The user calls out ‘A Super Heavy Champion values his Distance! Requip! Super Heavy Heaven Halberd!’ which also acts as part of the channeling period for the spell. A magic circle then opens on the ground, and the halberd rises up from it, which the user then grabs. The weapon is 12 feet long, completely metal, with a bright silver spike at the end. It also has an axe-like blade to one side just below the spike, and an additional spike opposite of the axe-like blade.
    Active Ability: Heaven's Shock wave: The user swings the halberd into the ground, causing a 30 foot shock wave in a straight direction on the ground in front of it. Anything caught in the shock wave takes damage and is knocked back or to the side roughly 5 feet. Cool down for this ability is 3 posts.
    Passive Ability: True Vision: The Halberd posses a holy light, which allows the user to see better in the dark.
    Strengths:

    • The Halberd has a great reach.
    • The metal staff helps aid in defenses.
    • The shock wave helps to knock back additional enemies in a group fight, or extends the reach even farther.

    Weaknesses:

    • Must be wielded with two hands.
    • Close combat is near impossible, inside of 5 feet.
    • Though the weapon has large swings, it is pretty obvious in its movements, making it avoidable by quicker enemies.
    • Duration lasts 5 posts.
    • Channeling period is 10 seconds.
    • Cool down is 6 posts minus return period. (Number of posts early the items are returned.)


    Super Heavy Balista Fortress Shield:
    Name: Super Heavy Balista Fortress Shield
    Rank: D
    Type: Defensive
    Description: The user calls out ‘A Super Heavy Champion Protects his friends! Requip! Super Heavy Balista Fortress Shield!’ which also acts as part of the channeling period for the spell. There is then a large magic circle, which drops a large balista (4 feet in length) and then three shields, one in front of the balista with a hole for firing and a hole for viewing, which is 7 feet tall and 5 feet wide, and then two smaller shields to the side, which are 4 feet tall, and 3 feet wide. The balista can aim roughly 20 meters in a cone in front of it.
    Active Ability: Focus Fire: Instead of the usual 1 shot per post, the user can fire 5 bolts almost simultaneously at one target. 3 post cool down.
    Passive Ability: Protected Viewers: The aiming port the person shooting the balista uses is protected by magic so it cannot be shot through by enemies.
    Strengths:

    • Acts as a barricade for the team
    • Allows for ranged fighting.
    • Focus Fire can help deal major damage if all bolts hit.

    Weaknesses:

    • This shield is heavy even to Alito, and can only be moved very slowly using levitation magic. Alito cannot be doing anything else but focusing on moving it, and distracting him will cause him to drop it.
    • The balista requires huge amounts of strength, so Alito is usually the only one who can fire it.
    • Can only aim in front of it, so it's pretty obvious where he is aiming, and bolts can be dodged.
    • Duration lasts 5 posts.
    • Channelling period is 10 seconds.
    • Cooldown is 6 posts minus return period. (Number of posts early the items are returned.)


    Super Heavy Levitation:
    Name: Super Heavy Levitation
    Rank: D
    Type: Support
    Description: The user can levitate Super Heavy Champion Requip items.
    Strengths:

    • Helps to move the items, making them even more effective
    • The user can attach the shield underneath his boots, using it as a ‘hoverboard’ to zoom across the battlefield.
    • Can be used with the armor to create pseudo-flight.

    Weaknesses:

    • Does not allow for the user to ‘strike’ with the sword or shield. The spell cannot make enough momentum.
    • Real flight cannot be achieved in combat, though outside of combat the user can make a massive spell to fly with a combination of the armor and shield.
    • Due to the nature of the spell, it requires concentration and is hard to achieve when the user already is in fast paced combat.
    • Duration is 6 posts, which is stacked with the number of items out. (When all three items are out, it counts as 3 duration for that post.)
    • Cooldown is 6 posts.



    Last edited by Zalck on Thu 13 Aug - 21:47; edited 8 times in total
    Zalck
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    First Magic: Super-Heavy Champion Requip Magic
    Second Magic:
    Third Magic:

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    Post by Zalck on Tue 9 Sep - 11:45

    Bump for approval process please! Thanks!


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    Sonya<3
    Sonya<3

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    Post by Sonya<3 on Thu 11 Sep - 21:14

    Im going to bump this app o.o


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    Zalck
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    First Magic: Super-Heavy Champion Requip Magic
    Second Magic:
    Third Magic:

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    Post by Zalck on Mon 22 Sep - 13:02

    I think it's okay to bump this? I'm just excited to get started!


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    Rosetta Crawford
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    Post by Rosetta Crawford on Tue 23 Sep - 1:04

    @Zalck wrote:Magic

    Primary Magic: Super-Heavy Champion Requip Magic
    Secondary Magic: None
    Caster or Holder: Holder
    Description: This form of magic is based on the usage and summoning of many different magical weapons and armor that are pulled from and stored in a magical pocket space. Super-Heavy Champion Requip was created to allow for the use of heavy armor without it being cumbersome to the user, allowing for a wider range of uses for the items deployed through the magic.

    Alito focuses on getting all three of his Super-Heavy items out, and using their light-weight abilities and his levitation spell to surprise his opponent with his speed and versatility. When you rank up are you planning to add in more armors. If so, this probably isn't necessary. Just say something like Alito focuses on getting a set of Super-Heavy items out and using their light-weight abilities and....

    Strengths:

    • Use of heavy weapons and armor without the penalties of speed and without the strength requirements.
    • While heavy items usually require brute force as their only tactics, this magic allows for more versatility in its usage.
    • Very effective in one on one combat.
    • Although lightweight to the wielder of the magic, the items are still very heavy to others.

    Weaknesses:

    • Slight channelling time to get each item out. Items can be used together, but cannot be brought out simultaneously.
    • Much less effective against groups of enemies.
    • No kind of elemental magic can be used/fused/mixed with Super-Heavy Champion magic.
    • It requires a strong will to maintain the summoned items and their passive abilities. If the user’s will is broken, the items will lose their lightweight abilities and in extreme cases return to their magical pocket space.
    • All items are unique, and if broken by a stronger spell must be remade.


    Abilities/Powers: Lightweight: All items, while being heavy in nature, are lightweight to the user, comparative to light armor and regular swords and shields instead of their heavy variants.

    Spells:

    Super Heavy Dreadnought Armor:
    Name: Super Heavy Dreadnought Armor
    Rank: D
    Type: Defensive
    Description: The user calls out ‘A Super Heavy Champion values Steadfastness! Requip! Super Heavy Dreadnought Armor!’ which also acts as part of the channelling period for the spell. The pieces of a full heavy armor set then appear through sigils around the user, quickly attaching themselves until the user is completely covered in the armor. This is the second part of the channeling period. It appears bulky and cumbersome, being of a hard, dark grey metal. The armor lacks any finer details, besides slight stylings resembling a samurai’s armor.
    Active Ability: The user calls ‘Return!’ causing all other Super-Heavy items to return to the user. I need a range for this. At D rank if they are like a mile away you won't be recalling them. I'd say maybe 250ft would be fair at this stage. I also feel this should have a minor cooldown of say one or two posts. That way you can't throw your weapons and bring them back endlessly.
    Passive Ability: Speed Channelling: The post this armor is summoned, the user can summon both other items in half of their channelling time.
    Strengths:

    • Heavy armor protects from most physical damage such as slashing or bludgeoning.
    • Does not weigh the user down any more than a light armor would.
    • The user’s movement is not restricted any more than a light armor.

    Weaknesses:

    • Does not add protection to elemental attacks other than their physical force. Can still experience burn or frost damage, for example.
    • The ‘Return!’ ability cannot be used the post the armor is summoned. Items can still be held back by others, and do not break through inanimate objects (though they will try to find a way around them.)
    • Duration lasts 5 posts.
    • Channelling period is .5 of a post.
    • Cooldown is 6 posts minus return period. (Number of posts early the items are returned.)


    Super Heavy Tower Greatshield:
    Name: Super Heavy Tower Greatshield
    Rank: D
    Type: Defensive
    Description: The user calls out ‘A Super Heavy Champion values his defence! Requip! Super Heavy Tower Greatshield!’ which also acts as part of the channelling period for the spell. The Shield then falls through a sigil above the user, which he then attaches to his back or his forearm. It is a layered, dark grey material. It is roughly 6’8” tall, and 2’ wide.
    Active Ability: Deflection: The tower shield can deflect ranged magic, at 80% of the MP cost of the spell and 80% of the power. The user can generally direct where this deflection goes. I would say you can only block D and C rank spells. Also I am unsure what you mean by 80% of the power. I get the 80% of the MP bit (So at D rank...to block another D rank's spell you would use like 8% of your MP to deflect it), but not sure what you mean by power.
    Passive Ability: Quick-Equip: The Super Heavy Tower Greatshield does not feature straps that go around the arm. Instead, it attaches through a magical force with the Super Heavy Dreadnought Armor. This allows the user to quickly attach it to his forearm, back, or even under his boots without the need to adjust any type of strap.
    Strengths:

    • Heavy Shield protects from most attacks. It can take blows including spells.
    • Does not weigh the user down any more than a small shield would.
    • The user’s movement is not restricted any more than a small shield.

    Weaknesses:

    • Though it protects from damage, the user must be able to withstand the physical force of the blow, otherwise the shield will be knocked back, leaving the user open for attacks. In extreme cases, the shield can be knocked away from the user.
    • The Deflection ability requires the shield to be swung like in a parry, which means the user must be have the ability to make that movement. Also, directly after the deflection the user is open to attacks.
    • Duration lasts 5 posts.
    • Channelling period is .5 of a post.
    • Cooldown is 6 posts minus return period. (Number of posts early the items are returned.)


    Super Heavy Sempill Ultra Greatsword:
    Name: Super Heavy Sempill Ultra Greatsword
    Rank: D
    Type: Offensive
    Description: The user calls out ‘A Super Heavy Champion values his offense! Requip! Super Heavy Sempill Ultra Greastsword!’ which also acts as part of the channelling period for the spell. The user then reaches through a sigil in front of the user, which he then pulls the sword out of, akin to unsheathing it. The sword is a brilliant bright silver, with a simple hilt and handgrip meant for two hands. It is roughly 8 feet long. [color=teal]This seems...a tad ridiculous. An 8ft tall sword is bigger than almost any sword I can think of. Even with making it light I doubt you would be able to wield such a large weapon one handed. So...either make it shorter (5ft would be fine and could still be quite heavy) or make it so it can only be wielded two handed.
    Active Ability: Ultra Great Swing: The user swings the sword, creating a shockwave in a 180 degree arc in front of them, which spreads to 16 feet (8 additional feet past the sword). This shockwave will knockback people and objects in the arc. Logic applies, so heavier objects get knocked back less. This definitely needs durations and cooldowns. I'd say you can use this and then a three post cooldown before you can use it again.
    Passive Ability: Jeweled Magic: The user can store magic in the three jewels in the hilt; this can be later tapped into for a longer duration on any Super Heavy item. To charge each jewel takes away one duration from the current summon.
    Strengths:

    • The Sempill has a great reach.
    • Allows for complex sword maneuvers not usually possible with such a large sword..
    • The shockwave helps to knock back additional enemies in a group fight.

    Weaknesses:

    • While being able to do more complex maneuvers, thrusting with this sword is still not very effective, due to its sheer length.
    • The long hilt makes close range combat hard.
    • Due to physics, in a sword fight a hard blow to the end of the long sword can disarm the user, since they would not have the leverage with one hand to sustain holding the blade.
    • Duration lasts 5 posts.
    • Channelling period is .5 of a post.
    • Cooldown is 6 posts minus return period. (Number of posts early the items are returned.)


    Super Heavy Levitation:
    Name: Super Heavy Levitation
    Rank: D
    Type: Support
    Description: The user can levitate Super Heavy Champion Requip items.
    Strengths:

    • Helps to move the items, making them even more effective
    • The user can attach the shield underneath his boots, using it as a ‘hoverboard’ to zoom across the battlefield.
    • Can be used with the armor to create pseudo-flight.

    Weaknesses:

    • Costs 5% mana per post No. You don't need this. Its a D rank spell so it will cost the same as a D rank
    • Does not allow for the user to ‘strike’ with the sword or shield. The spell cannot make enough momentum.
    • Real flight cannot be achieved in combat, though outside of combat the user can make a massive spell to fly with a combination of the armor and shield.
    • Duration is 15, which is stacked with the number of items out. (When all three items are out, it counts as 3 duration.) This is a bit too long for a D rank spell, even if it is supporting. I'd say six posts and this is divided by the number of items. SO if you used it with all three out it would last two posts.
    • Cooldown is all posts using levitation times the number of items using levitation plus one. This is an extreme cooldown. I would say six posts would be fair if you have six posts duration.



    Comments are in teal.

    Also, I feel the channeling time might not be necessary, unless that is all you can think of as a weakness. IF it is I would shorten it as half a post seems odd. Also, putting a channeling time in posts seems odd anyway. So i'd say it takes like five seconds to channel it or something. A solid number that an opponent could take advantage of in their next post or something


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    Super Heavy Champion Requip Magic [Complete] Zack2_by_gramcrackers-d8ker96

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    Zalck
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    First Magic: Super-Heavy Champion Requip Magic
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    Post by Zalck on Tue 23 Sep - 8:55

    Should all be fixed now! Everything you commented makes a lot of sense!

    On the shield bit it goes like this- so say you cast a D-Rank fireball spell. The shield deflects it, and the conditions are perfect for the deflection to get directed at your partner. Your partner can cast a D-Rank fireball at it, and easily dispel the deflected one, since it is at 80% of its original power. It basically because a weaker version of the same spell.

    Lastly, but not least-ly, Bump!


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    Post by Rosetta Crawford on Wed 24 Sep - 0:49

    You have made fixes, but your channeling time is still .5 of a post in two of your items.
    Also are you sure you want to go for an 8ft long weapon that you have to wield two handed. It will mean you will generally have to use between attack and defense as I doubt you can use your shield and a two handed weapon.

    To be honest you would probably be better off with either a shorter sword, but give it more weight than the average sword of that size so if you hit someone with it, or drop it on them, they know about it OR a weapon other than a sword. It seems the main concept of this weapon is the shockwave and the gems. Why not go for a war hammer. They are bloody heavy and would fit a 'champion' in my mind.

    If you want to stick with the 8ft long sword that is fine. I just wanted to confirm this.

    The rest seems fair enough


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    Post by Zalck on Wed 24 Sep - 8:08

    Last fix made to duration.

    I did change the sword to 7.5 ft. That may seem arbitrary, but Alito himself is 7'2" tall, so it is only 4" taller than he is. My vision was something like a Dark Souls Boss, especially inspired by the Pursuer in Dark Souls 2. Having the ability to use heavy weaponry without loosing all mobility. So then the sword can be used one or two handed, it just is a lot more effective as two handed. I had implied that's how I was going to use it previously, as both one and two handed, but now I've put it in there plainly for all to see. Let me know if that's not going to work.

    Thank you for all your help!


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    Post by Rosetta Crawford on Wed 24 Sep - 10:06

    Seems good to me. Approved


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    Post by Thorn on Tue 28 Jul - 10:40

    Unlocked for edits


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    Post by Zalck on Tue 28 Jul - 11:37

    Bumped for approval!


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    Post by Chelvaric on Wed 29 Jul - 10:52

    Super Heavy Tower Greatshield - Takes 3 hits to be destroyed 3 C rank or 1.5 B rank cd of 2 posts

    Super Heavy Sempill Ultra Greatsword - doesnt knock back A rank mages - explain your passive more

    signature spels cant have actives or passives on requip items



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    Post by Zalck on Thu 13 Aug - 21:52

    Sorry for the delay.

    Updates made on the greatshield.

    Updates made on the greatsword. Revamped passive- giving it more resistance. Let me know if this is fair.

    Removed the morning star, moving the halberd to D-Ranked (Changed cooldown and duration to match other D-Ranks instead of C ranked.) And making Warmonger's Armor a C-Ranked spell.

    Made Battlin' Boxer Cestus the signature spell.

    Hope everything is to your liking.


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