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[Amendment] Darkstalker Amendpack

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TheOnlyTub

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Purpose: Darkstalkers have been in a weird spot for a while now. Constantly outpaced by other CA's, and chock full of enough powergamers that it needed to be nerfed and regulated in more ways than one. However, just because something is old doesn't mean it cant learn new tricks. While the Abyssal rewrite did fix some issues, it didn't really do much to give this CA an attractive look. While durability was probably needed, and it did get a few shiny new spell variants or passives, it still seems outpaced by other CAs such as Paleknight. This amendpack seeks to fix those mistakes, and give the Darkstalker CA a little more than just a makeover and truly make it a rewarding and attractive thing for players to interact with on both sides of the aisle.

 

Changes are, naturally, in BOLD


Abyssflame

This particular spell (at least in Darkstalker usage) is nothing more than a flavor spell. You get 3 per combat, it takes 3 emotes to charge completely, and you either get one crossbow bolt slap (with super awful range) or a double hit at the end of your efforts. For a melee oriented spell it needs a little more OMPH to make the 3 emote windup worth it. With the changes presented here Enwreath would function as more of a sustained spell and Bolt would lose its strength-range dropoff

 

OLD:

Spoiler

 

[Pᴀʀᴀᴍᴏᴜɴᴛ] Abyssflame - [3 Emotes] [Combative / Non-Combative]

The flame that a Paramount Darkstalker produces differs greatly from mundane fire, foremost being that it holds no heat. This ashen flame cannot burn or cinder anything, rather it is cold, unable to scar or maim anything let alone human flesh with its abilities.

 

Mᴇᴄʜᴀɴɪᴄꜱ: 

 

Over [3] emotes, a Paramount Darkstalker may invoke Abyssflame in one of two ways- Bolt or Enwreathe; each of which provide a differing ilk of combative use to the abyssflame. Unlike other ilks of magic flame (dragonsflame, malflame, voidal flame) it does not burn anything- rather, it bears a physical and tangible ‘weight’ to it that harms others in a blunt fashion. This ashen flame cannot burn or cinder anything; rather, it is cold, unable to scar or maim anything, let alone human flesh with its abilities. Abyssfire carries a chill to mortalkind who place their hands to its tenebrous contour, apt to bring an uneasy, anxious feeling to mortals in its presence. Undead beings however feel a slight sense of relief when in close proximity of abyssal flame, an emotion otherwise lost to the damned agents of the undying magics. Abyssflame consumes any light that nears it, creating natural areas of shadow and night where it is placed. Paramount Darkstalkers may only use Abyssflame combatively [3] times per OOC day.

 

» Bolt: When expelled as a bolt, Abyssflame is gathered in a palm before being sharpened into the shape of an arrow, chakram, bolt, or ball- before being thrown forth at the speed of a thrown knife with a maximum range of [8] meters, with its damage scaling based on proximity. Individuals within [1-4] meters will be hit as if a Crank Crossbow, whilst those from [5-8] meters will be hit with a force equivalent to a hand Crossbow.

 

 

» Enwreathe: When enwreathed around a blade, hammer, or other melee weapon, Abyssflame is gathered upon the weapon until the next melee hit. Abyssflame empowers the next hit performed as if it in actuality hit [2] times in rapid succession. Abyssflame, when enwreathed around any non-Khôr Blade item, shatters the item as a result of its use- forcing the Paramount to do (/use) on it. However, Khôr Blades are more resilient, capable of performing up to [3] Enwreathed strikes before they, too, shatter.

 

 

Outside of combat, Abyssflame can be utilized in a freeform fashion, calling upon the abyssal flames within their hand to offer some solace, or to place it into a receptacle like a lantern or firepit. Abyssflame works akin to an inverted torch, acting alike to an abyssal aura that swallows any light within its surroundings, while still offering its comforting effects to undead within proximity. Abyssfire can noncombatively blot out torches, extinguishing any active fires within its radius, or can be weaved through the air for ambient and aesthetic roleplay.

 

 

Rᴇᴅʟɪɴᴇꜱ: 

 

Abyssflame requires [3] emotes to use, wherein they conjure Abyssflame either within their palm or upon a weapon, and either project it outwards or enwreathe a weapon with it. Alternatively, it may be used to imbue items or builds with it, which are represented via ST signature. All forms of Abyssflame drain light from a [4] meter radius around itself, causing it to be hazy and dim in said region.

Bolt has a maximum range of [8] meters, its concussive force lessening the further it travels. Those struck within [4] meters of the Darkstalker will suffer a blow equivalent to a Crank Crossbow, while those [5] meters and beyond suffer a blow equivalent to a Hand Crossbow, albeit with the force blunted and non-piercing.

Enwreathe lasts upon the armament until the next melee hit, wherein it functions as if the blow hit [2] times in quick succession- albeit doing great damage to the armament itself, causing it to shatter, needing to be /use’d. Khor Blades are more resilient, capable of dealing [3] enwreathed strikes before shattering. If this armament leaves the Darkstalker's hands, it ceases to be aflame.

Nephilim directly struck on their flesh, through (Light Armor), or through (Medium Armor) via the Bolt or Enwreathed strike will sustain [2] units of corruption to their dragonsflame.

Abyssflame may only be cast combatively [3] times per OOC Day.

 

 

NEW:

Spoiler

 

[Pᴀʀᴀᴍᴏᴜɴᴛ] Abyssflame - [3 Emotes] [Combative / Non-Combative]

The flame that a Paramount Darkstalker produces differs greatly from mundane fire, foremost being that it holds no heat. This ashen flame cannot burn or cinder anything, rather it is cold, unable to scar or maim anything let alone human flesh with its abilities.

 

Mᴇᴄʜᴀɴɪᴄꜱ: 

 

Over [3] emotes, a Paramount Darkstalker may invoke Abyssflame in one of two ways- Bolt or Enwreathe; each of which provide a differing ilk of combative use to the abyssflame. Unlike other ilks of magic flame (dragonsflame, malflame, voidal flame) it does not burn anything- rather, it bears a physical and tangible ‘weight’ to it that harms others in a blunt fashion. This ashen flame cannot burn or cinder anything; rather, it is cold, unable to scar or maim anything, let alone human flesh with its abilities. Abyssfire carries a chill to mortalkind who place their hands to its tenebrous contour, apt to bring an uneasy, anxious feeling to mortals in its presence. Undead beings however feel a slight sense of relief when in close proximity of abyssal flame, an emotion otherwise lost to the damned agents of the undying magics. Abyssflame consumes any light that nears it, creating natural areas of shadow and night where it is placed. Paramount Darkstalkers may only use Abyssflame combatively [3] times per OOC day.

 

» Bolt: When expelled as a bolt, Abyssflame is gathered in a palm before being sharpened into the shape of an arrow, chakram, bolt, or ball- before being thrown forth at the speed of a thrown knife with a maximum range of [8] meters. Individuals struck will be hit as if they had been struck by the concussive force of a Crank Crossbow, though the bolt only moves as fast as a thrown knife.

 

 

» Enwreathe: When enwreathed around a blade, hammer, or other melee weapon, Abyssflame is gathered upon the weapon for the next [3] emotes. Abyssflame empowered hits are performed as if it in actuality hit [2] times in rapid succession. Abyssflame, when enwreathed around any non-Khôr Blade item, shatters the item after [3] strikes as a result of its use- forcing the Paramount to do (/use) on it. However, Khôr Blades are more resilient, capable of performing up to [9] Enwreathed strikes before they, too, shatter.

 

 

Outside of combat, Abyssflame can be utilized in a freeform fashion, calling upon the abyssal flames within their hand to offer some solace, or to place it into a receptacle like a lantern or firepit. Abyssflame works akin to an inverted torch, acting alike to an abyssal aura that swallows any light within its surroundings, while still offering its comforting effects to undead within proximity. Abyssfire can noncombatively blot out torches, extinguishing any active fires within its radius, or can be weaved through the air for ambient and aesthetic roleplay.

 

 

Rᴇᴅʟɪɴᴇꜱ: 

 

Abyssflame requires [3] emotes to use, wherein they conjure Abyssflame either within their palm or upon a weapon, and either project it outwards or enwreathe a weapon with it. Alternatively, it may be used to imbue items or builds with it, which are represented via ST signature. All forms of Abyssflame drain light from a [4] meter radius around itself, causing it to be hazy and dim in said region.

Bolt has a maximum range of [8] meters. Those struck by the bolt will suffer a blow equivalent to a Crank Crossbow albeit with the force blunted and non-piercing.

Enwreathe lasts upon the armament until the next melee hit, wherein it functions as if the blow hit [2] times in quick succession- albeit doing great damage to the armament itself, causing it to shatter, needing to be /use’d after the spell wears off. Khor Blades are more resilient, capable of dealing [9] enwreathed strikes before shattering. If this armament leaves the Darkstalker's hands, it ceases to be aflame.

Nephilim directly struck on their flesh, through (Light Armor), or through (Medium Armor) via the Bolt or Enwreathed strike will sustain [2] units of corruption to their dragonsflame.

Abyssflame may only be cast combatively [3] times per OOC Day.

 

 

 


Dᴜʀᴀʙɪʟɪᴛʏ 

The darkstalker durability issue is a tricky one. On one hand we've seen the powergames of the past, on the other its difficult to try and make such a mechanic without "gameifying" the CA and CRP as a whole, especially when you consider that durability mechanics aren't present on that many other lorepages. In the case of darkstalkers specifically it seems that the current meta way to beat them is to get a playersigned aurum warhammer (or really any heavy weapon) and emote attacking their head or torso until they eventually fall down. While darkstalkers can guard, they cannot perfectly guard everything without powergaming, and two strikes to the head when your enemies oftentimes have no set durability counter can sometimes be degrading. Additionally, I moved Greatswords and Battleaxes OUT of mundane bludgeons and REMOVED the redline that suggested they were such because they do not operate like this ANYWHERE ELSE IN ANY OTHER LORE OR ANY OTHER CRP METRIC

 

OLD:
 

Spoiler

 

Dᴜʀᴀʙɪʟɪᴛʏ:

Durability in terms to these beings of undeath can be simplified down to three differing damage-levels of strikes; Lesser, Moderate, and Greater. These three tiers are determined by what caused such a strike to them- be it the type of magic, size of weapon, or other ilk of ability. Darkstalkers are hardier than their lesser-physique’d Draugar kin, capable of taking more blows before their bones crumple apart- yet even still, they are not impervious to all wounds.

 

❉ [Lᴇꜱꜱᴇʀ Sᴛʀɪᴋᴇ]

𑁍 Weaker Projectiles (Shortbows, Hand Crossbows, Slings, Throwing Knives)

𑁍 Mundane Blades (Shortswords, Longswords, Hatchets, Glaives, Spears)

𑁍 Diminutive Magics (Non-Concussive Voidal Spells, Heraldry Spells)

❉ [Mᴏᴅᴇʀᴀᴛᴇ Sᴛʀɪᴋᴇ]

𑁍 Heavier Projectiles (Longbows, Crank Crossbows, Javelins)

𑁍 Thanhium, High-Density Boomsteel, Carbarum, & Aurum Blades (Shortswords, Longswords, Hatchets, Glaives, Spears)

𑁍 Mundane Bludgeons (Warhammers, Maces, Greatswords, Battleaxes, Blasting Potions)

𑁍 Calamitous Magics (Non-Tangible Dragonflame, Malflame, Tangible & Concussive Voidal Spells, Mysticism Spells)

❉ [Gʀᴇᴀᴛᴇʀ Sᴛʀɪᴋᴇ]

𑁍 Devastating Projectiles (Ballistae, Trebutchets, Cannons)

𑁍 Thanhium, High-Density Boomsteel, Carbarum, & Aurum Bludgeons (Warhammers, Maces, Greatswords, Battleaxes)

𑁍 Ruinous Magics (Tangible Dragonsflame, Necromantic Maledictions)

 

[Tᴏʀꜱᴏ/Sᴋᴜʟʟ] - [4 Lesser] / [3 Moderate] / [2 Greater] The torso and the skull are the two points of a Darkstalker’s core- destruction of either one causes the Darkstalker to crumple to the floor haplessly, unable to fight back whatsoever.

[Lɪᴍʙꜱ] - [3 Lesser] / [2 Moderate] / [2 Greater] The limbs of a Darkstalker are less resilient than their torso and skull- yet, they still are potent objects that can take many a blow before shattering; damage is shared over the whole limb.

 

Rᴇᴅʟɪɴᴇꜱ: 

 

All strikes are assuming direct hits. One cannot simply graze the Undead with a dagger and have it count as a Lesser Strike, and so on. 

Strikes enwreathed or augmented by Holy Magics functions as if bearing Aurum properties, as per their respective lorepieces. Strikes augmented in a Nephilim’s dragonsflame function as Greater Strikes, overriding their natural state. Unarmed strikes count as Lesser Strikes. Solely tangible Necromantic Maledictions count for a Ruinous strike.

Strikes at the force of an Olog or Golem (3x that of a Descendant) function as if a single bracket higher, from Lesser to Moderate and Moderate to Greater; this cannot exceed Greater Strikes.

Projectiles made of Thannic, High-Density Boomsteel, Aurum, or similar propertied-materials will count as a single bracket higher, from Lesser to Moderate and Moderate to Greater; this cannot exceed Greater Strikes.

Whilst obviously not actually bludgeons, Battleaxes and Greatswords have been grouped under that category rather than as ‘blades’ given their size, weight, and force when swinging them.

 

 

NEW:

Spoiler

 

Dᴜʀᴀʙɪʟɪᴛʏ:

Durability in terms to these beings of undeath can be simplified down to three differing damage-levels of strikes; Lesser, Moderate, and Greater. These three tiers are determined by what caused such a strike to them- be it the type of magic, size of weapon, or other ilk of ability. Darkstalkers are hardier than their lesser-physique’d Draugar kin, capable of taking more blows before their bones crumple apart- yet even still, they are not impervious to all wounds.

 

❉ [Lᴇꜱꜱᴇʀ Sᴛʀɪᴋᴇ]

𑁍 Weaker Projectiles (Shortbows, Hand Crossbows, Slings, Throwing Knives)

𑁍 Mundane Blades (Shortswords, Longswords, Greatswords, Battleaxes, Hatchets, Glaives, Spears)

𑁍 Diminutive Magics (Non-Concussive Voidal Spells, Heraldry Spells)

❉ [Mᴏᴅᴇʀᴀᴛᴇ Sᴛʀɪᴋᴇ]

𑁍 Heavier Projectiles (Longbows, Crank Crossbows, Javelins)

𑁍 Thanhium, High-Density Boomsteel, Carbarum, & Aurum Blades (Shortswords, Longswords, Hatchets, Glaives, Spears)

𑁍 Mundane Bludgeons (Warhammers, Maces, Blasting Potions)

𑁍 Calamitous Magics (Non-Tangible Dragonflame, Malflame, Tangible & Concussive Voidal Spells, Mysticism Spells)

❉ [Gʀᴇᴀᴛᴇʀ Sᴛʀɪᴋᴇ]

𑁍 Devastating Projectiles (Ballistae, Trebutchets, Cannons)

𑁍 Thanhium, High-Density Boomsteel, Carbarum, & Aurum Bludgeons (Warhammers, Maces)

𑁍 Ruinous Magics (Tangible Dragonsflame, Necromantic Maledictions)

 

[Tᴏʀꜱᴏ/Sᴋᴜʟʟ] - [5 Lesser] / [4 Moderate] / [3 Greater] The torso and the skull are the two points of a Darkstalker’s core- destruction of either one causes the Darkstalker to crumple to the floor haplessly, unable to fight back whatsoever.

[Lɪᴍʙꜱ] - [4 Lesser] / [3 Moderate] / [2 Greater] The limbs of a Darkstalker are less resilient than their torso and skull- yet, they still are potent objects that can take many a blow before shattering; damage is shared over the whole limb.

 

Rᴇᴅʟɪɴᴇꜱ: 

 

All strikes are assuming direct hits. One cannot simply graze the Undead with a dagger and have it count as a Lesser Strike, and so on. 

Strikes enwreathed or augmented by Holy Magics functions as if bearing Aurum properties, as per their respective lorepieces. Strikes augmented in a Nephilim’s dragonsflame function as Greater Strikes, overriding their natural state. Unarmed strikes count as Lesser Strikes. Solely tangible Necromantic Maledictions count for a Ruinous strike.

Strikes at the force of an Olog or Golem (3x that of a Descendant) function as if a single bracket higher, from Lesser to Moderate and Moderate to Greater; this cannot exceed Greater Strikes.

Projectiles made of Thannic, High-Density Boomsteel, Aurum, or similar propertied-materials will count as a single bracket higher, from Lesser to Moderate and Moderate to Greater; this cannot exceed Greater Strikes.

 

 


Transcension

This amendment changes two things. Firstly it lessens the cooldowns for the creation of Darkstalkers (and draugars) to 2 per month, making it more in line with similar CAs such as (again) Paleknight. Secondly it gives T5 necromancers a small boost should they choose to take this particular path of undeath in light of having no current endgame CA (I know there are writes up for it atm, but we ALL know how long it takes for stuff like that to get passed and implemented and I believe that necromancers should be given the chance to have more options when it comes to their undeath)
 

OLD:

Spoiler

 

[Tɪᴇʀ II-V] Transcension - [3-5 Emotes] [Ritual] [1-4 Necromancers]

Typically with aid from their coven, a Necromancer is easily capable of performing greater feats of dead-raising, beginning with the shambling Ghouls, then to the cruel refinement of Darkstalkers and Draugars.

 

Mᴇᴄʜᴀɴɪᴄꜱ: 

The [2] types of Transcension are as follows:

 

» Lesser Transcension: [Gʜᴏᴜʟꜱ] [Tɪᴇʀ II] [1 Necromancer]

Over [3] emotes, a Necromancer can use the rite of summoning on a deceased corpse in order to create a ghoul. This is done by imbuing life-force into the corpse, and drawing the soul of the deceased back into their body. In the process of this brutal rite, one would find that the deceased begins to lose their flesh and organs, leaving them as hollowed bones or something akin to a mangled descendant, reviving them as a (Ghoul). Necromancers may only have up to [5] Ghouls at once; each Ghoul they created must be listed on a comment on their [MA]. Necromancers can only perform Lesser Transcension [1] time an OOC week.

 

» Greater Transcension: [Dᴀʀᴋꜱᴛᴀʟᴋᴇʀꜱ & Dʀᴀᴜɢᴀʀꜱ] [Tɪᴇʀ IV] [3 Necromancers]

Over [4] emotes, a gathering of [3] Necromancers may gather about either a cadaver, ghoul, or a living sacrifice, whilst all of them begin to funnel and carve lifeforce into it, etching and riddling the target with infused runes to suffice as a true vessel of undeath, causing flesh to slough off and erupt into tumorous growths. A soul is rendered forth- be it either that of a living sacrifice or another targeted soul beckoned from the depths, before it is sundered forth- the soul clambers from the depths of the beyond to rejoin its mortal vessel- tricking the damned to be sealed within, arising as either a (Darkstalker) or a (Draugar).

 

A trinket of some degree of their life must be showed, or an object bearing some other significance to them whence they were alive- enwreathed in lifeforce to cauterize itself spiritually as a grim reminder of a life once had, said object becoming a (Memento Mori). When the reanimated are exposed to this item, they are overwhelmed with emotions and feelings they cannot grasp- the mortality that they once possessed. The act of such incomprehensible memories causes grave mental duress and agony, causing them to be forced to obey to the bearer of such an object, so long as it does not command self-harm. Until the item is destroyed, a Darkstalker or Draugar is forever at the mercy of its wielder- and as such, some may crave it to be destroyed. Necromancers can only perform Greater Transcension [1] time an OOC month. 

 

Rᴇᴅʟɪɴᴇꜱ:

 

Lesser Transcension requires [1] Necromancer [Tɪᴇʀ II] or higher to resurrect a cadaver, turning it into a [CA] Ghoul through a freeform manner. This may solely be done [1] time per OOC week, and an indefinite number of Unbound Ghouls may be made. A Necromancer may only have up to [5] bound Ghouls at any given time.

Ghost CAs cannot become Ghouls as there is no body to use for the Necromancer to raise. Ghoul CAs, however, can become Ghost or Eidola CAs through a Mystic given soul transfering which is then irreversible locking them out of the Ghoul CA. 

Ghouls that a Necromancer is tethered to must have their [CA] listed upon a comment upon the Necromancer's [MA]. Ghouls may be severed from a Necromancer's control if another Necromancer steals control of that Ghoul or unbinds them.

Greater Transcension requires [3] Necromancers- at least one of [Tɪᴇʀ IV] or higher and the others of [Tɪᴇʀ III] or higher to come together, either performing this rite on a [CA] Ghoul, a player character, or a cadaver- in the case of the prior two, that individual is the one resurrected as an undead, whilst with the latter, any character that the Necromancers bear an object of some significant value or aspect of an  individual’s life may call forth that individual. Upon completion, the individual resurrected is reborn as either a [CA] Darkstalker or a [CA] Draugar.

Upon creation, a Memento Mori must be made as an [ST] signed item when the ritual is performed; this item is specific to the Darkstalker or Draugar it is bound to and will not function on another.  These are [Unbound] roleplay items, meaning they cannot be soulbound.

When faced with a Memento Mori, a Darkstalker or Draugar is forced to bear an agonizing presence when it is held within LoS to them, and is forced to listen to the bearer, so long as it does not involve self-harm. These orders do not have to be followed, not even just by word- this tool is merely a form of pain compliance, and not one of absolute command.

Momento Mori’s must be destructible, and are unable to be made of thanhic steel, carbarum, or any other ‘strong’ materials. Memento Moris must be at least the size of a clenched palm, and at most that of a basketball. Likewise, Memento Mori’s cannot be inaccessible, such as hiding them in a voidal pocket, or placing them in another plane of existence.

Performing Greater Transcension on a Ghoul does not trigger the [1] time per OOC month cooldown, but likewise is on its own separate [1] ritual per OOC month cooldown if said Ghoul has had its [CA] for at least [1] OOC month. That is to say, a group of Necromancers could do this ritual once to create a Darkstalker from scratch and oncemore in the same month to ascend a Ghoul who has had its CA for at least [1] OOC month already.

 

 

NEW:
 

Spoiler

 

[Tɪᴇʀ II-V] Transcension - [3-5 Emotes] [Ritual] [1-4 Necromancers]

Typically with aid from their coven, a Necromancer is easily capable of performing greater feats of dead-raising, beginning with the shambling Ghouls, then to the cruel refinement of Darkstalkers and Draugars.

 

Mᴇᴄʜᴀɴɪᴄꜱ: 

The [2] types of Transcension are as follows:

 

» Lesser Transcension: [Gʜᴏᴜʟꜱ] [Tɪᴇʀ II] [1 Necromancer]

Over [3] emotes, a Necromancer can use the rite of summoning on a deceased corpse in order to create a ghoul. This is done by imbuing life-force into the corpse, and drawing the soul of the deceased back into their body. In the process of this brutal rite, one would find that the deceased begins to lose their flesh and organs, leaving them as hollowed bones or something akin to a mangled descendant, reviving them as a (Ghoul). Necromancers may only have up to [5] Ghouls at once; each Ghoul they created must be listed on a comment on their [MA]. Necromancers can only perform Lesser Transcension [1] time an OOC week.

 

» Greater Transcension: [Dᴀʀᴋꜱᴛᴀʟᴋᴇʀꜱ & Dʀᴀᴜɢᴀʀꜱ] [Tɪᴇʀ IV] [3 Necromancers]

Over [4] emotes, a gathering of [3] Necromancers may gather about either a cadaver, ghoul, or a living sacrifice, whilst all of them begin to funnel and carve lifeforce into it, etching and riddling the target with infused runes to suffice as a true vessel of undeath, causing flesh to slough off and erupt into tumorous growths. A soul is rendered forth- be it either that of a living sacrifice or another targeted soul beckoned from the depths, before it is sundered forth- the soul clambers from the depths of the beyond to rejoin its mortal vessel- tricking the damned to be sealed within, arising as either a (Darkstalker) or a (Draugar).

 

Those who bear a [Tɪᴇʀ V] Abyssal Necromancy [MA] will become either a Lich-Draugar or Paramount Darkstalker without needing the ritual Elevation performed on them due to how steeped their souls already are in the powers of the Abyss.

 

A trinket of some degree of their life must be showed, or an object bearing some other significance to them whence they were alive- enwreathed in lifeforce to cauterize itself spiritually as a grim reminder of a life once had, said object becoming a (Memento Mori). When the reanimated are exposed to this item, they are overwhelmed with emotions and feelings they cannot grasp- the mortality that they once possessed. The act of such incomprehensible memories causes grave mental duress and agony, causing them to be forced to obey to the bearer of such an object, so long as it does not command self-harm. Until the item is destroyed, a Darkstalker or Draugar is forever at the mercy of its wielder- and as such, some may crave it to be destroyed. Necromancers can only perform Greater Transcension [2] times in an OOC month. 

 

Rᴇᴅʟɪɴᴇꜱ:

 

Lesser Transcension requires [1] Necromancer [Tɪᴇʀ II] or higher to resurrect a cadaver, turning it into a [CA] Ghoul through a freeform manner. This may solely be done [1] time per OOC week, and an indefinite number of Unbound Ghouls may be made. A Necromancer may only have up to [5] bound Ghouls at any given time.

Ghost CAs cannot become Ghouls as there is no body to use for the Necromancer to raise. Ghoul CAs, however, can become Ghost or Eidola CAs through a Mystic given soul transfering which is then irreversible locking them out of the Ghoul CA. 

Ghouls that a Necromancer is tethered to must have their [CA] listed upon a comment upon the Necromancer's [MA]. Ghouls may be severed from a Necromancer's control if another Necromancer steals control of that Ghoul or unbinds them.

Greater Transcension requires [3] Necromancers- at least one of [Tɪᴇʀ IV] or higher and the others of [Tɪᴇʀ III] or higher to come together, either performing this rite on a [CA] Ghoul, a player character, or a cadaver- in the case of the prior two, that individual is the one resurrected as an undead, whilst with the latter, any character that the Necromancers bear an object of some significant value or aspect of an  individual’s life may call forth that individual. Upon completion, the individual resurrected is reborn as either a [CA] Darkstalker or a [CA] Draugar.

Upon creation, a Memento Mori must be made as an [ST] signed item when the ritual is performed; this item is specific to the Darkstalker or Draugar it is bound to and will not function on another.  These are [Unbound] roleplay items, meaning they cannot be soulbound.

When faced with a Memento Mori, a Darkstalker or Draugar is forced to bear an agonizing presence when it is held within LoS to them, and is forced to listen to the bearer, so long as it does not involve self-harm. These orders do not have to be followed, not even just by word- this tool is merely a form of pain compliance, and not one of absolute command.

Momento Mori’s must be destructible, and are unable to be made of thanhic steel, carbarum, or any other ‘strong’ materials. Memento Moris must be at least the size of a clenched palm, and at most that of a basketball. Likewise, Memento Mori’s cannot be inaccessible, such as hiding them in a voidal pocket, or placing them in another plane of existence.

Performing Greater Transcension on a Ghoul does not trigger the [2] time per OOC month cooldown, but likewise is on its own separate [2] ritual per OOC month cooldown if said Ghoul has had its [CA] for at least [1] OOC month. That is to say, a group of Necromancers could do this ritual once to create [2] Darkstalkers from scratch and oncemore in the same month to ascend [2] Ghouls who have had a CA for at least [1] OOC month already.

Should Greater Transcension be successfully performed on a [Tɪᴇʀ V] necromancer they may opt to skip the requirements for the Elevation ritual and immediately become either a Paramount Darkstalker or Lich Draugar

 

 

Overall I believe that the Abyssal rewrite gave a lot of love to Draugar, but Darkstalkers were kind of left behind. This amendpack, as stated before, would serve as a fresh new look for darkstalkers by giving them minor buffs in a few key areas that are often underutilized or overlooked which can serve to make the CA more attractive to those that wish to play it in the future.

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I. . . The GREAT Calfaxmalis, approve this post!

 

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Alright so, as a goober darkstalker that fights a lot most of the changes seem good and others are 50/50.

 

First: Removing the lesser force from abyssal flame bolt seems alright, seeing that javelins are 2 emotes to throw and honestly a very strong contester against using ''bolt'' does help it be more competetive 

 

But my main issue honestly never been the range, but rather the fact that using primarily piercing damage [Crossbow bolt] for blunt damage makes it hard to figure out the scope of the power this attack has- it could be stated that it dents in armour and what not, but the techlock itself only assumes piercing power as far as I can see

 

[For refence, Crossbow mechanics taken from the armaments techlock[

 

MECHANICS

 

Crank Crossbows retain a [48] Block range and possess a draw weight between 80 and 500 pounds. Projectiles launched from Crank Crossbows are capable of piercing skin and through bone, though the depth of the puncture will vary depending upon armor. Crank Crossbows are capable of consistently piercing through Medium and Heavy Armor. Crank Crossbows may NOT be used on Horseback, and require the use of a heavy windlass or crannequin. 

.

 

This lead to me going ''it hits like a crank crossbow but doesn't pierce, tf that mean? Idk you do you with that bro'' a few times, which as funny as it is does pose some issues.

 

Having it be like a warhammer strike, perhaps as if wielded in both hands at the 4 block range and wielded in one hand at up to 8 block range would be a good fix to it? 

 

Generally using blunt damage metrics for blunt damage would be better than piercing type damage is all I am saying

 

Secondly:

The abyssal flame from ''enwrath'' remaining for 3 emotes rather than remaining indefinietly and lasting only one hit seems like a good change to me, 

 

Personally I do enjoy the ''one big bonk starting strike'' but I must admit that with it taking 3 emotes to cast it is more so a ''I don't have anything better to do so why not'' kind of thing rather than something I actively make an effort to acquire. 

 

In that time you could get a blasting potion primed and thrown, throw a javelin and go in for a hit, or just you know- hit three times. As of right now the action economy just doesn't support its use and at best I only get to use it at the beggining of combat IF I start casting early. Really only serving a function as an ''opening strike'' that more offten than not will be mainly disregarded anyways.

 

So that change would be great to see! 

 

Rather than it taking 3 strikes away from you and giving you 1 with double strength [4 emotes total, 3 to cast 1 to attack] it would let you ''store'' the force of the three attacks you would make in the three emotes it takes to cast this spell and actually be more of a worth while return. So I like it! Seems balanced as you litterally weave the force of the strikes you could have made into the sword.

 

If the ST disagree they could limit it a bit with Khor blade durability but I do not belive it to be needed IMO.

 

Thirdly:

 

The durability increase. 

 

YES.

 

I do like to joke that John the templar can be more durable than a darkstalker at times due to armour not affecting us. Armour was strong in the past, yes. But with mechanics at play it can get silly sometimes when people will shrug off a blow with ''bruises'' or not even that much when it would be half-way there to breaking a darkstalkers limb.

 

So yes! Durability increase would be nice and give us a better ability to fight multiple people and actually make it cool rather than getting jumped in two emotes and needing to bulshit our way into not dieing instantly. It would still not be fully insane but making death knights more formidable is neat.

 

On that note,

The urge to fight in a dress and laugh my ass off while fighting fully geared knights is immense. I would still be as strong as if I were in my armour anyways, heck I would be EVEN STRONGER due to being more agile without armour. Fear the day Urzul pulls up slaying in a pretty pink princess dress because that is the day when she ain't messing around. Might want to do something with that, or not cus its hillerious. 

 

But my sugestion would be to have the armour negate Aurum/thanium [not carbaurum or boomsteel] effects and raising the damage bracket unless it pierces through the armour, as well as maybe protecting from malflame

 

Right now it doesn't do anything besides tanking 1 lesser hit you usually won't even recive or care about if you get hit with it and it would make sense that a material of a weapon needs to touch you to take effect. So seeing that would be nice.

 

Also I know I never seen anyone complain about malflame not affecting a fully plated darkstalker but specifing that we still get protection from that would be good before someone tries to abuse it 

 

Lastly:

 

The one thing I dislike. The darkstalkers being made into something you can make 2 per month rather than 1 for every 1 necro and 2 greater undead you have. It would basically double the covens ability to make darkstalkers which is not good, I firmly belive that people should first become ghouls and stay as them for at least a month or so before ascending further to build up some personality and actually ''earn it'' rather than becoming goon #520. So that is first of all heavily not needed, and second of all just kind of broken with the speed you could pop out darkstalkers at with those rates so I do not like that.

 

Overall a big +1 though!

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I don't play darkstalkers, I play a draugar, but I'm surrounded by them and YES, they kinda need this... +1

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Not really my lore to touch, since I've never played an undead

 

The only thing I'd say is that it DOES make sense for a big ******* sword or a battle-axe to count as moderate damage due to the weight of the weapon itself, though this should be extended to all the others too, not only to Darkstalkers 

 

Otherwise, why would someone even make a greatsword if not only for the aesthetic? 

 

On another note, seems kinda silly that anything could tank literal cannonballs 

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