Emperor's Cache

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Dragon of the West
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Emperor's Cache

Post by Dragon of the West » Thu Jun 23, 2011 12:47 am

Bag of the Divines:
A bag that is bonded to Komo's very spirit. It has a seemingly never ending space that allows for storage of Komo's (as in this account Komo >_>) items and weapons. The bag can sense Komo's thoughts and can give him what he wants in a near instant.

Blade of Shadow Walk:
This black blade enables Komo with silent footsteps for as long as he holds it. Originally belonged to an assassin leader who Komo defeated during the war with the Ash Vampires. The blade is roughly 9 ft. long and is surprisingly light allowing for fast, furious attacks. The blade is made out of deadric metal, the material is very strong allowing for a high durability and never dulling point. The blade grows spikes and dig into a persons' hand if they are not Komo and are to touch the blade, once that is done it begins to sap their PS at a slow but noticeable rate. The spikes only activate if a person touches the hilt of the blade and not when they're hit with the blade. The blade is stubborn and will hold on to the unknown person making it difficult to take it off forcefully, but after a few seconds will release its grip on the person.
Komo blade.jpg
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Knives of Hircine:
These butterfly knives are hidden within Komo's clothing and can be used as a main way of swiftly attacking an opponent. Attached to the butterfly knives are chains, on the other end of the chains are small transparent wolf heads with rows of teeth that bite down and grip on to the opponent. The chain itself appears when Komo does a certain motion and a small two word chant. The chains are thrown at the opponent and the wolf heads materialize once they are thrown and become metalic. Komo can either pull them towards him or use some momentum of running and jumping to launch himself towards the opponent. The blade is about a foot long and Komo can be seen playing with them constantly. The knives give Komo a slight speed boost when they are Finalized (Finalized= use of mana and chants to unlock ability of weapon, the effect lasts for a minute) and are made out of daedric metal. The knives can be covered with Pale Coffin to add even an greater deadliness to them.
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Daggers of Mehrunes:
Komo uses eight daggers whenever the time calls for them. Komo wears the daggers around his waist. They are daggers made out of daedric metal that can be thrown or used to slash opponents. When an opponent is it hit with the daggers, it begins to affect how an opponent can regenerate their mana. It basically slows down their mana recovery as it hits the opponent, it only does this once and it lasts for the whole battle (This effect is unlocked after reaching level 3). The daggers can be covered with Pale Coffin.

Dragon Maw:
A bow that uses the wind around Komo to charge up the bow's strength. When it is charged to his liking Komo will release the bow string causes the arrow to fly with the gathered strength. The arrows distance, speed, and power depends on the charge of when it was released. The charge goes up by 1 every few seconds. The level of charge goes up to 5, info on the charges are below. The bow is made out of deadric metal allowing for great durability and a few monster cores (from the same species as Dread and Griever) to make use with magical arrows possible as well as the charging. Komo can stay on the go as he charges so remaining as an open target isn't a problem. The bow can actually hold arrows within itself. It can hold up to 500 arrows at a time and can switch between the arrows with a touch of an eye that corresponds with the arrow. The remaining arrows are in Komo's Bag of the Divines. Gray= regular arrow, red= fire, blue= ice, white= light, black= dark. Only Dwarven and Fire arrows can be triple loaded. The fire arrows charge stays at 2 but higher charge effects are taken in such as increased knockback and so on, it is also the same for the ice arrows as well but ice arrows can not be triple loaded. When fire arrows are triple loaded the explosion is cut down from 15 feet to 10 feet each arrow.
Charges: All charges start at 1 and go up as time passes. The arrows piercethrough and cause waterfall damage meaning after an arrow goes through an opponent if another is behind him/her they take reduced damage. Think of the charges as upgraded effects, the effect arrows keep their initial property at charge 1 but have effects and strengths to them.
1. low speed and low power
2. Moderate speed and good power.
3. Fast, moderate power and has an increased knockback factor.
4. Fast, moderate power, knockback factor is a bit greater causing the opponent to be pushed back even after the arrow passes through him/her.
5. Fast, high power and knockback factor is same as 4.
Komo's Bow.png
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Ring of Happiness:
This odd ring found in the Fringe of Madness, allows Komo to see any kind of life (life being people and creatures, their life force shows up as a pink mist) within a 15 feet radius, walk on water, and takes off 35 pounds of weight off of him to allow him to be fast. It's on his right ring finger and the effects last as long as the ring is on his finger.


Conqueror's Armor:
Black armor with a red mini shield attached to the right arm, is the main defense against enemy attacks and is hidden beneath Komo's robe. It's made out of a monster core (spirit of a monster), daedric metal, drakeman blood, and a drakeman crest. It's surprisingly light and has pauldrons for his shoulder, shin guards, thigh guards, and a black cape with a gold outlining. The shield is difficult to break off because it too is made out of daedric metal and it offers some protection against both physical and magical attacks while the armor itself only defends against physical attacks.

Conqueror's Helmet:
A cow skull looking helmet with curved horns. As what a helmet should do, it protects his head region and is made out of a monster core, daedric metal, drakeman blood and crest. There is really nothing special about it besides for it to look intimidating, and able to protect his head. The helmet covers his head completely and on the inside, has a clear visor that isn't visible on the outside. In other words, Komo can see around him on the inside but on the outside it looks as though he can barely see from out the little eye slits.

Arrows:
Komo has more than a few different types of arrows and obviously they will be listed here. The effect arrows have the same average power factor like the Dwarven arrows except they have an added ability to them as well as an effect that makes them different. It is impossible to use the effect arrows as just normal arrows.

Dwarven Arrows: Arrows with tips that look like horns, they have good durability and the horn like tips add to the punishment they deal (1,000 of these babies)

Fire Arrows: Arrows that when shot from his bow coat themselves in fire. Depending on the charge the arrows have a different type of effect. Charge 1 allows the arrows to become coated in fire. Charge 2 allows the arrows to explode (explosion is 15 feet) when they make contact with opponents or obstacles. (500)

Ice Arrows: Arrows that work like the fire arrows but just think ice. The charge again allows for different effects. Charge 1 allows arrows to become coated with ice, if it makes contact it has the Pale Coffin effect of freezing the enemies limbs. Charge 2 the arrows explode (explosion is 15 feet but does not have a Pale Coffin effect) into ice spikes, the spikes fly out in a random direction after the explosion. (500)

Light Arrows: Same as fire arrows. Charge 1 allows the arrows to coat themselves in light which then when it reaches near the opponent, once they reach the opponent, they stop in mid air and detonate causing a bright light to damage the person's eyesight causing them to see violent flashes of different lights and a sharp ringing sound throughout their ears. As a side note: Light arrows only temporarily blind people (for a few seconds) and make a sharp ringing noise in their ears meaning there is no damage that the arrows do and the explosions are impact-induced, but the impacts have a magical effect that prevents physical damage from the arrows. (500)

Dark Arrows: Same as fire arrows. Charge 1 allows the arrows to coat themselves in a black sticky tar that when makes contact with the opponent, explode (explosion is about 1 feet and deals single hit dark elemental damage) and sticks whatever body part that was caught in the explosion to stick to either the ground or another hard surface. The tar can then be set on fire using a fire arrow. The sticky tar lasts for a few seconds before weakening allowing the opponent to break free. The tar however is persistent and even if the opponent does free themselves the tar will stay on their clothing with slight stickiness, and can still be set on fire. The interesting thing about the tar is that it's properties are that of immobile but can't be cured by a simple purification spells like Esuna and requires a more advance spell like Restore. (300)

Potion of Healing (total= 260 potions):
A potion that heals tissue damage. It's used for small (such as cuts and bruises) and medium (Gashes and stab holes) wounds but cut off limbs and missing body parts is another story >_> Komo can only use about three of these before going into a state of potion poisoning, he can still use more but should wait atleast an hour before consuming more. O_O

Potion of Cure Disease (total= 260 potions):
Herbal medicine that cures most, if not all types of poisons and diseases that harm Komo's body. Komo can drink only three of these before getting affected by the poisonous effects of potion overdose. He can drink more, but is advised to do so in a time period of 1 hour.

Blood Grass (x64):
Grass grown from the bloodied soil of Oblivion. These are used to make healing potions and require 3 to make a potion.

Daedric Heart (x64):
Heavy heart of a dead daedra. It is used in alchemy for making disease curing potions. It requires 2 of these to make a potion of cure disease.

Guy Magazines/Books:
Yeah ok he's a noble, married, warrior, but even he needs a little breather. These books and magazines are used for when he is bored and is alone. It's interesting how most of these were made by his wife.

Number of Books: 5, pages per book: 600-800
Number of Magazines: 8, pages per mag: 100-170
Last edited by Dragon of the West on Thu Jul 21, 2011 11:43 pm, edited 30 times in total.
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Post by Tixxi Eldixac » Thu Jun 23, 2011 1:20 am

How is the space empty if it contains Komo's stuff? owo

"The blade is stubborn and will hold on to the unknown person but after a few seconds will release its grip on the person."
Indecisive, much? It only does this if someone tries to take possession of it, not if you cut someone, right? What energy does it sap?

You really should read your work before you post. How do the transparent wolf heads hit if you throw the knives at foes? do you throw them so that both ends of the chains connect with the foe, or what? "Finalized"? "add even deadliness" = "even more deadliness"?

The mana recovery effect is cool, but it's likely to be a bit strong for Lv1. Figure this: The normal MA recovery rate is roughly 1 MP per five seconds, in FF terms. Especially with your SPD, landing a few hits to reduce said recovery rate to almost nothing would be a bit too easy. Either specify that the difference is negligible or save it for a higher Level altogether, all right?

Martyr and Rebirth: Ammo?

Monster soul = oxymoron; a monster is defined as one without a soul. Do you mean a monster's spirit, or do you invert the terminology? Maybe I should write something in the Clarification that when I speak of how soul infusions don't make sense and whatnot, but spirit shit does, one could invert things if they consider the terms inversely (The terms have such vague definitions as to justify interchangeability, as long as one makes a definate decision on one's preferred terminology.)...
Now, the shield can block magic, but the rest of the armor can't, right?

Conqueror's Helm needs a visual aid, no? Does it look like the form that Choh's Makeway Helm takes in her avatar?
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Tixxi Eldixac
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Post by Tixxi Eldixac » Thu Jun 23, 2011 2:09 am

Wait, how do you get three of each of those potions per battle? Per-battle limits on abilities can make sense, but on expendables, not usually.

Lmao, just don't get too descriptive with those last items, and we're fine... xD
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Post by Dragon of the West » Thu Jun 23, 2011 6:11 pm

Well i can only use 3 per battle unless i wanna risk potion poisoning. Cuz those ingredients used to make them are dangerous when using more than the recommended dosage :P
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Post by Tixxi Eldixac » Thu Jun 23, 2011 8:14 pm

Okay, then it should be a time limit, not a battle limit, and you still need to say how many of each potion you have.
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Post by Dragon of the West » Thu Jun 23, 2011 9:13 pm

Okie Dokie :)
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Post by Dragon of the West » Thu Jun 23, 2011 9:29 pm

edited to the extreme for your reading pleasure ;)
-Yūwaku Bi
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Post by Tixxi Eldixac » Fri Jun 24, 2011 1:58 am

Um, you kinda' described the Potions of Cure Disease cyclically... in a way that made very little sense... xD
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Post by Dragon of the West » Fri Jun 24, 2011 9:37 pm

Better?
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Post by Tixxi Eldixac » Sat Jun 25, 2011 12:03 am

Okay. Approved until someone else questions this.
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Post by Silver Fenrir » Sat Jul 02, 2011 5:32 pm

Looks good to me as I see no errors
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Post by Dragon of the West » Thu Jul 14, 2011 1:39 am

MADE DRAGON MAW :)
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Post by Silver Fenrir » Thu Jul 14, 2011 2:16 am

For Dragon Maw do you have to stay stationary with the bow and have an arrow drawn to charge or can you charge on the go then pull out the bow and fire off an arrow?

Also can you be more specific on the armor piercing? If I'm wearing plate armor and I get hit with charge level 1 arrow and it goes through my armor but can't go through a tree that is rather weird and seemingly unfair just to give an example.
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Post by Tixxi Eldixac » Thu Jul 14, 2011 2:26 am

I like the bow, but you should make the charges based on time, not posts.
Does Komo know what monster the bow's heart came from? What is it?
Um, Komo, arrows are ammunition... xD I'm not really sure what you're talking about in that part of the description.
For the charges, some clarifications are in order:
1) What armor piercing property is this? It sounds like you meant this to be a piercethrough property. If so, the part about passing through trees is redundant. What Silver said also addresses this.
2) Everything has a KB factor; do you mean that these are increased KB factors? In the case of Charge 3, do you mean that it has an increased KB factor only if blocked, and if so, why only when blocked and not upon connection?
3) KB factors cause targets to be pushed back, but don't disorient beyond that. Flinch factors can disorient targets.

You're a bit high on the ammo count. Most people start with around 3,000 total, maybe some more, but not usually anything like what you have. I think that you can tone the numbers down without much trouble, especially since arrows can be recovered.
For each of the arrows, when you mention the Charge 2 effects, do you mean them to be Charge 2+ effects?
How big are the fire arrow explosions?
The ice arrows sound pretty good, which is okay if you have a lot fewer of them. I mean, you get a free Pale Coffin attack. Also, do the ice spike explosions occur upon impact? I don't see much point in using them unless surrounded if they explode that way as soon as they're fired.
I like the dark arrows, but that effect means that you'll probably have fewer of them.
Do the light arrows deal light-elemental damage, and what about the dark arrows?
Are they all the same power factor, like they sound to be?
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Post by Dragon of the West » Thu Jul 14, 2011 2:44 am

The ice explosion only occurs after it hits an enemy or obstacle not when it is immediately fired. Done editing.
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