[You feel your mind tingle.] [click sprite to progress] Did you want to make a deal…? GRAFTED: [COFFIN] [LANTERN] [PEST] [[ACTUALLY GRAFTED [TWIST] [LACERATE] [NET] [BURY] [[ACTUALLY GRAFTED [AUTOMATIC] INVENTORY: Behemoth bones (For summoning part of the Behemoth. Unneeded, but grounds it into reality) Ceruleum Fish bones (For summoning the great Ceruleum Fish. Unneeded, but grounds it into reality) 3 Jailing realms (Cubes that which contain and cage victims in an unescapable space. Escaping is from either consent of the user, or heavy outside manipulation, as these were another fashioned weapon, from a myraid of enchantments designed for utmost containment of objects or persons. Only one thing may be stored per. All three are currently bound to ulmak.) [MASTER RING] (6 health. Ignores health cost, and ignores summon cap; awaits ravens verdict after testing) Blessing of Formation Blessing of Blossom Acharn [This deadly weapon is designed to cancel magic it pierces, however, it requires great skill to use. 5 or above must be rolled (extracted from the culmination of an incredible number of layered enchantments woven into the weapon). It wounds deeply.] Wardmetal Extendable sword’s blade [Powerfully heavy and large blade, but too big for any regular mage to use] Warden’s central processor Heavenly halo fragment Backup energy tank Three Warden Charges Festering blade [Causes a poisoned state that interrupts spell casting. Does no strong damage itself however] Insect swarm bombs Pests Weed bombs Rats Fungi Algae Exalted sliver Forking Fork [Diverts magic, but can not deal damage directly] Winters spear CATACOMB CRAWLER A heavy brawler from the depths of the sunken chapel’s tombs 6 health, ignoring summon hp cap and hp cost PASSIVE: The beast is master of itself, and belongs to but one. It can not be control or swayed, and knows who it serves ABILITIES: Control Dissipation - Automatic. Clears off controlling statuses Dark Slash - claws that rend at the very soul itself, damaging a core’s capabilities Reserved Death - Serves as a well of power for Ulmak, granting an ardent upon first summon Silent Hunter - the beast, despite its size, knows how to stalk and chase down its prey. It will sniff out the invisible and hiding ULTIMATE MOVE: If fully summoned, Ulmak can spend two ardents to fully manifest the beast. This grants it and Ulmak extraordinary power, boosting Ulmak’s capabilities much higher, removing certain limits for them, and boosting physical prowess for the beast, aswell as gaining 3 health GRAND NECROMANCY ARTS: passive Ulmak is well attuned with the dead. With each summon being brought back from the void, Ulmak as a natural affinity and ease of control over it. This allows for a quick (de)summon if need be, and an easier time commanding it, since its an extension of their own self now. (This allows quick and easy summoning and desummoning within a single turn, even partial, for multiple summons. This also prevents haywire summons.) MAUSOLEUM OF THE UNDEAD LIAR: A domain with an, optionally, open barrier (one that allows entry and exit, without a true barrier, but one that yet contains it). For enemies, it stacks a gradually building debuff (Destined Death, 10% hp is chunked from them, and a debuff that stops healing that stacks over time. This constantly applied debuff stacks every other turn, 20% each. Ex: first turn is -10% hp cap, a turn, then 30%). For Ulmak, it grants them a buff (Undead Order, a gradually stacking +1 to all spell attacks upon cast and every other turn, and upon cast grants 3 health. These both will stack depending on number of enemies fought at once, if Ulmak is alone. Increases at 3, 5, 6) DESTINED DEATH: Deals 10% of total health pool, and that 10% becomes unhealable, stacks UNDEAD ORDER: +1 to spell attacks and 3 health granted, both stacks depending on number of enemies DEATH BLIGHT: A latent status effect. Does nothing until it reaches an amount equal to hp, then which the afflicted is either KO’d instantly, or dies. Commonly applied by spells that are not coffins, or within them. More vigor in the point reserve resists this LAW OF REGRESSION: A deterioration of mind, spell, or body. This applies as -1 to all three upon ardent cast, or a single one upon regular CORPSE SALVE: A spell that clears negative status effects for a time DEATH’S RANCOR: A sort of fungal, deathborne illness, causing severe breakdown in the body. These can cause a weakening of it, and deteriorates proteins, causing misfold, prions, and cell death DEATHLY SLUMBER: A spell that lays something to rest. Be this a concept, the electricity within a brain and between cells, etc. it entirely freezes the encaged thing in a frozen limbo, stopping everything inside in an unchanging state INEVITABLE GRAVE: All will join in death someday. A sure hit coffin is generated, usually simple, but likely containing slumber, or destined death. It can be used either offensively, or defensively
[Last Hideout - Artur Kordas]