Dainsleif
3 posters
- RænPimp Cloak
- Joined : 2010-08-29
Posts : 1420
Location : A place
Member Info
Platinum Points:
(0/0)
Tiers:
Dainsleif
Wed Mar 02, 2011 8:37 am
[*]Item Type: Available for purchase at The Armory of Demono
[*]Used For: It doubles as an offensive type equipment and a supplementary, under CERTAIN circumstances.
[*]Item Description: Dainsleif is the legendary Demonic sword of Nibelungen, whose original possesor was a powerful dragon known as Fafnir. This sword was passed down from the family that was responsile for the murder of Sigurd, a hero from Northern Europe. For many a century, many people have avoided the sword, due to its ability to bring its very possessor to ruin. The very few that made the foolish descision to weild the blade were killed from using it in battle. This weapon is very dangerous to use, and is deemed more of a liability, than an asset, if it weren't for the blade's powerful curse to revenge. As of now, the weapon is currently for sale in the Armory at Demono, seeing that no one desires to have such a cursed weapon. It is believed that Gilgamesh has an inferior copy of this blade within the Gates of Babylon.
It is recommended that a demon with high regenerative abilities, or healing magic, as using this weapon damages the user with every attack. If the user is not careful, he can end up destroying himself by overusing Dainsleif's abilities. Certain abilities are restricted to Mukō Jōtai only. The rest can be used whether in Shishi Modo or not. Most damage caused by Dainslief takes the form of searing red energy, embedded deep within the user's heart. The greater the damage caused by using Dainsleif, the more the red energy builds up upon the user. The pain feel similar to one's very own soul attacking the body, the energycausing searing pain and agony from inside out. By the time Dainsleif has taken away over half of the user's total health, random laserations and gashes will open up in random areas of the user, with boiling hot blood pouring out of the wounds, a reddish steam exiting from the blood. The aforementioned blood will also begin to pour out of the mouth and nose. In terms of regeneration and healing magic, the energy is tightly compacted and restrained, rather than fully dissipating, dampering the pain and damage the energy gives. When the player ends up dying from using Dainslef (OR is killed after 50% or more of health has been taken away by Dainslef), the body will explode in a fervid, luminous red haze. The quantity of the haze, as well as the blast radius is dependent on how much the sword has been used. The results are based upon the TOTAL percentage of health taken away by Dainsleif throughout its use in the thread (this includes health that was regained through regeneration and healing magic, meaning that it is possible to go beyond 100%). After the thread, all of the energy contained within the user is safely dispersed.
NOTE: for tiers 2-1 and below, the percentage required for the proportionate explosion is doubled. For tiers 3-3 and below, tripled..
10% upon death: 3 meter blast radius, 2 meter height.
20%: 3 meter blast radius, 5 meter height.
30%: 8 meter blast radius, 8 meter height
50%: 25 meter blast radius, 35 meter height.
75%: 55 meter blast radius, 50 meter height.
100%:100 meter blast radius, 70 meter height.
125%: 180 meter blast radius, 100 meter height.
150%: 1/2 mile blast radius, 200 meter height.
200%:1 mile blast radius, 300 meter height, with a pillar of red energy, spanning 20 meters in diameter, firing from the epicenter of the explosion, piercing the sky, lasting for 5 seconds.
300%+: 2 mile blast radius, 700 meter height, with a pillar of red energy, spanning 40 meters in diameter, firing from the epicenter of the explosion, piercing the sky, lasting for 10 seconds
Qualities of the blade:
NOTE: For ALL costs health wise, health costs for ALL attacks are doubled for users between 2-1 and 3-3, and tribled for anyone at or below 3-3.
Dainsleif starts out appearing pitch black throughout its structure, as if painted completely in black ink. The blade and handle both feeling icy cold to the touch. The blade appears like this so long as it is not being weilded by its user. The very instant the user grabs onto the handle, however, Dainslief flares up, tinting itself in a deep ruby color from top to bottom, as depicted as above. A constant, deep hum, in similar manner to steam ejecting out of a small waterspout, can be heard as the blade is being held. The sword's volatile, destructive energies slowly transfers itself into the weilder, the energy building up at the center of that person, the sword giving the sensation that the user's hands were on fire as it was being held. All of the sword's abilities can be used, ONLY if the sword is still being held onto. Throwing the sword away, or resheathing it will cause the blade to dim back to black.
Every post the sword is weilded, 2% of that user's total health is taken away by Dainsleif. This is known as the Upkeep Cost
Sacrifical strike: Even a mere swing of the sword damages the user. The sword itself is neigh supreme in regards to cutting, making even the strongest of substances incapable of protecting from its slicing might. A trail of glowing crimson energy is left in the path of the blade with each slash made.
Cost (Per slash): 5% of user's total health. This makes it a dangerous idea to rapidly swing Dainsleif around.
Volatile insertion:By penetrating any object with the blade, the blade imediately fills up the pierced area with its destructive energies, the affected area glowing in a tone of rich, cimron energy, bright white cracks will appear on the object at first, the cracks becoming more and more luminous with every second. The affected area is as large as the corresponding blast radius (If the object is smaller than the blast radius, the blast radius remains the same, nonetheless.) The affected area will then explode, in a burst of searing hot, reddish haze (if the target is a person, thenthe explosion will occur around that person, rather than from the inside out). The longer the sword is inside the object, the bigger the resulting explosion shall be.
Cost of attack: 10% of total health.
Rate: Sword embedded for one post, 3 meter blast radius, low damage.
Embedded 2 posts, 6 meter blast radius, mid damage.
Embedded 3+ posts, 20 meter blast radius, high damage.
Energy cost: low, Moderate if embedded 3+ posts.
Contours of destruction: By stabbing the sword into the grou,d three jagged lines of glowing crimson energy emerge from the stabbed spot, these lines travel along the ground at a speed of 3 meters per second. These lines travel the the nearest opponent(s) that are on the ground, and will continue to travel for 15 seconds before they dim out. The very instant the end of the line reaches a person, a large pillar will explode from out of the ground, at that point, the pillar spanning 2 meters in diameter. Anyone inside of the pillar shall be exposed to high amounts of searing, volatile energy, vaporizing flesh, while igniting the remains in a dense blaze.
NOTE: It is possible for the user to fall victim to this attack, if he ends up on the end of the line.
Cost of attack: 15% of total health.
Energy Cost: Moderate
Dystopic Shroud: By swinging the sword, a dense plume or radiant, ruby energy is unleashed, traveling at the speed of an arrow, spanning 1 meter in width and height. The plume glows a bright white in the center, and emitts the sound of a radiant hum that one would hear from a particle accelerator. This plume envelops any object it comes in contact with, so long as it is at least half as large as the plume, meaning things such as bullets will simply pass through it. The gaseous material smells of concentrated blood. The plume remains on the object for 5 posts aftercontact, before the luminous shroud fades away. If a person, who so happens to be enshrouded by the plume, uses an attack with a high energy cost, the shroud of gas will glow a bright white, becoming as fervid as the sun's surface, for a duration of 5 seconds. If the plume surrounds a projectile composed of high amounts of energy, the plume will detonate, destroying the projectile, along with itself.
Cost of attack: 10% of total health
Energy cost: medium.
Mukō Jōtai: It costs 10% of the user's total health to use Dainsleif's abilities while in Mukō Jōtai. if the user has JUST held the sword after entering Mukō Jōtai, he still must use up 10% of his total health in order to use the following abilites.
The cost of a slash is diminished to 1%
The upkeep cost (cost to wield per post) is raised to 5%.
The health cost of all previous attacks are cut in half, rounded up
Attacks:
Sundering Tremor: The attack is done in a similar manner as the following gif, with Dainsleif in hand.
By slamming the sword onto the ground, a wall of searing crimson energy is ejected from the floor, the wall towering over the opposition at a whopping 30 meters in height. The blast radius of the attack is 20 meters. The walls serve to decimate any projectiles that make contact with it, while the initial impact exposes the enemy to searing hot energy, surrounding them in a crimson haze, being thrusted into the air as if shot out of a cannon. The overall damage is moderate, this attack is done moreso to send opponents flying, while disorienting them.
Cost: 15% of total health
Energy Cost: moderate
Bloodember: By pointing Dainsleif to the ground, and swinging it in an upwards arc, a large trail of deep crimson embers is unleashed from the blade, rushing towards the enemy as fast as a rocket. The embers are a staggering 10 meters tall, spanning a meter in width. The embers can be dispersed with energy projectiles, but not water. The embers shall travel for 100 meters before finishing. The embers shall continue to burn for three posts onwards. Upon making contact with an opponent, the flames shall literally stick to the body, refusing to die out no matter how fast the opponent moves. Using water to douse the flames are futile. The flames burn as hot as ordinary fire, but lasts much longer, spanning for 4 posts after initial contact, before the flames die out. If the user surrounds himself with a high emount of energy, the flames can dissipate 1 post after contact.
Cost: 10% of total health.
Energy Cost: Moderate
Bring to Ruin:
This is a very risque, yet highly destructive attack, in terms of the high cost of health, as well as energy, which must be given in order to use this attack. Though the results are well worth it, as this attack can bring about devastating results to even those with the highest endurance or protection. The bade will begin to radiate a bright reddish white, illuminating the near vicinity in blinding crimson light. The user then attempts to impale the enemy with the blade. The sword will only glow for one post, meaning this attack has to count, or the health AND energy will be wasted for nothing. If the enemy has been successfuly impaled, his body will be overwhelm by the volatile energy from the sword, keeping him paralyzed for the remainder of the attack. the weilder than points the sword towards the sky, the environment slowly dimming out, as if a solar eclipse is occuring. Only the sword becomes the sole source of light. Then, in an instant, an enormus pillar of energy, deep crimson from the outter edges, gradually shifting to pure white in the center, is fired from the sword, immersing both the user and the victim. The ray is approximately 15 meters in diameter, and pierces through the sky due to its incredible height. The pillar lasts for 10 seconds, before it dissipates, the environment slowly returning back to its original lighting, the adversary being disintergrated by the extreme amount of power ejected from the sword. If the victim is somehow still intact from the attack, he will be launched high into the sky once the pillar dissipates, as if he were a rocket piercing through the clouds. It would be most likely that the victim would have a very long drop back down to the ground.
Cost: 25% of total health for preparing the Dainsleif for the attack, with an additional 10% if the attack has succesfully completed.
Energy cost: High
The Curse of Revenge: This ability only happens in a situation where the weilder becomes severely injured (heavily wounded) NOT by Dainsleif, but by a single opponent. The Curse lasts for the remainder of the thread, and does not carry over if the weilder so happens to fight the opponent at a later time. The user is engulfed in a blood red aura, looking as if ignited by ethereal flames, similar in style to Kaiyoken. The air within the environment will be laden with the heavy, highly concentrated stank of boiling blood, and an area approcimately 50 meters around the weilder will increase in tempurature, to the point where it feels like an arid desert, except with a high amount of humidity. This is not irksome, than actually harmful towards any opponents, lest that opponent has a powerful sense of smell.
When the Curse of Revenge is activated, the following changes occur:
The Upkeep Cost, as well as the cost to use Mukō Jōtai no longer applies.
Slashes no longer cost health.
The weilder's strength and durability increase by one rank.
The weilder obtains regeneration, regaining 10% of total health per post, this includes the post when the curse is activated. If that weilder already has regeneration, the rate of regeneration is doubled (Time for wounds to heal/certain percentage of health to be regained is cut in half)
The weilder obtains the following attacks:
Syphoning Blow: This attack is done in a similar matter to Volatile insertion, except that this can only effect another person. Although the explosion will still occur, instead of receiving destructive energy directly from the sword, the weilder transfers the destrictive energy from within himself onto the adversary, resulting in a gain of health. In the duration of a single post, the user is healed by 25% of his total health, while the volatile energy transferred from him is used to create an explosion. The rate from Volatile Insertion still applies, but any more energy given beyond the first post is to come from the sword, instead. 25% of the user's total health can be regained at max, regardless of how long the blade has been embedded within the enemy.
Final Impingement: This is the ultimate attack of Dainsleif, which can only be used during The Curse of Revenge. This attack can only be used upon very powerful projectile attacks/lazers (Regardless of the properties ot the projectile), as anything weaker would be disintergrated by the resulting impact. This attack acts in a similar manner to the Backlash Wave, meaning that the weilder swings the sword down as the powerful projectile nears, creating a massive explosion of deep ruby colored energy in front, the energy enveloping the projectile, tinting it blood red, while sending it back at the enemy at double its normal speed. In the case that a ray is hit with this attack, a fat, energy buldge will appear from the end of the ray, moving towards the opponent at twice the normal speed of the ray, the buldge, as well as everything behind it, being tinted in a blood red color, the end result being that the ray returning to its original user, the weilder of Dainslief having safely reflected the ray back at the adversary.
Cost: 30% of total health
Energy cost: High
[*]Obtained From: For sale at Demono at 19,999,999 Yen
[*]Notes:Be warned, this weapon is not for the weak. It is highly recommended that your character is capable of withstanding the manifold drawbacks the weapon has, before buying it. [/list]
- SilimEstablished Member
- Joined : 2010-06-05
Posts : 477
Age : 33
Location : Under your bed.
Member Info
Platinum Points:
(0/0)
Tiers:
Re: Dainsleif
Wed Mar 02, 2011 9:39 am
approved.
- RænPimp Cloak
- Joined : 2010-08-29
Posts : 1420
Location : A place
Member Info
Platinum Points:
(0/0)
Tiers:
Re: Dainsleif
Thu Mar 03, 2011 9:22 am
Updated.
Just for Ze cheese.
Just for Ze cheese.
Permissions in this forum:
You cannot reply to topics in this forum