Archblood

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Archblood
Bonkblood.png
Afflictions
Affected Races All Races excluding Silven, Url, Slizzar
Contraction Near-death Experiences
Mortality Rate N/A
Origins Dragons
Symptoms

Archblood, previously known as Witchblood or Phantasma, is a soul-curse produced by Dragons many millennia ago to aid them in their fight against the Void Invasions. Archblood were the foot soldiers of the Dragons who fought against the hordes of Demons with their enhanced Void and Exist fighting abilities, and usually formed ranks under a Dragon Knight as their commander to fight even on the battlefield. Much of the history of Witchblood was recently shrouded in mystery, as after the Immortal War, Witchbloods effectively disappeared from the global playing field, as they could only be created by Dragons, and Dragons had all gone extinct. With the resurfacing of the Imperial and Dread Dragon however, Witchblood started increasing in number, and more and more information was brought forward about them. Notably instrumental to their widespread acceptance and integration into the Regalian Empire was Leufred du Briërust, a noble Witchblood who became the champion of his kind, not only laying bare many of the mysteries surrounding Dragon lore, but also putting to good use the skills of Witchblood to fight the impure enemies of Unionism. When the Conduit connected the final Leyline installation to the World Network, all Witchblood experienced an event called the Uplifting, where they transitioned from the broken state of Witchblood, to the more complete state of Archblood, like they had originally been intended, as Dragon power extended itself onto Regalia.

It is rare but some nobles have become Archbloods. Leufred du Brierüst is foremost among these individuals, and has often been a strange position within society as a result.

Archblood Infection

Archblood status is not a typical Affliction that can be spread. Rather, the only conventional means of becoming an Archblood, is to die. The way Archblood Infection works, is that when a person dies, the Dragons intervene and prevent the Soul from even leaving their body, though a time of catatonic fake-death may occur. However, unlike Undead, the Soul never actually leaves the body, or is brought back into the world through other means. As such, Archblood are not Undead, but they are not truly alive either, as their Soul becomes fused with Primal Essence. The rate at which individuals turn into Archblood, is extremely low. Scholars estimate that lass than a single person every 10,000 deaths becomes an Archblood. More often than not, Dragon Worshipers claim that the process of a person who has died turning into an Archblood, is because of a divine plan from the Dragons, and that each person who turns Archblood was chosen by the Dragons for a specific purpose. All other religions reject this notion, as they do not acknowledge the divinity of Dragons, and instead claim that what they called Witchblood, is just an aberration of the life and death cycle. Additionally, any corpse brought to a Dragon can in theory be turned into an Archblood if they were brought within 24 hours of dying, though few Dragons have been known to agree to such offerings.

Note: It is not allowed for a player to decide whether a Character is revived into an Archblood when they die in Roleplay. Players are allowed to create Character applications of new characters that are Archblood, but in order to get approval to turn an existing character into an Archblood, a request must be made in Discord Ticket Bot of the RP Com Discord to Lore Staff. This ticket can only be sent in within 24 hours of Character Death, and just because a Character died does not mean the Lore Staff will agree to Archblood revival. Individuals killed by Guards can never be revived through Archblood revival.

Archblood Appearance

Archblood look relatively mundane in comparison to other Afflictions, but still have some variable appearance changes depending on their Corruption alignment. The following appearances are noted:

  • Non-Dragon Loyal Primal: White sclera, purple irises, with no other optional mutations.
  • Dragon Loyal Primal: White sclera, purple irises, with optional mutations of draconic prehensile tail, and patches of purple scales anywhere on their body.
  • Void Corrupted: Gray sclera, red irises, with optional mutations of a demonic prehensile tail, maroon discolored skin and scales in the neck and shoulders that can shake and produce rattle-snake like sounds.
  • Exist Corrupted: White sclera, silver irises, with optional mutations of white scaled prehensile tail (or covered in flowers of any color) with porcelain whitened skin below the elbows and knees.
  • Ordial Corrupted: Black sclera, pale/mint green irises, with optional mutations of a dark metal prehensile tail with non-functional spikes, and a semi see-through green/ethereal gradient from the hands and feet becoming less translucent as they reach up to the elbows and knees.

Ability Mechanics

Archblood are created by Primal Magic and the will of Dragons, but are not necessarily allies or loyal to the Dragons by default. An Archblood often has to choose whether to be loyal to the Dragons, or whether to act more ambiguous towards them. Additionally, Archbloods also have access to distinct Corrupting Abilities, which allow them to draw power from other Dimensions, but at a cost. The rules are as followed:

  • If an Archblood is loyal to the Dragons, or specifically working for the Matron of the Dragon Cult in Regalia, they are Dragon Loyal. Dragon Loyal Archblood, gain access to the Primal Loyalty Kit. Archblood who are not loyal to the Dragons, or do not work with the Matron, or have been Corrupted by using the Dimension powers too often, do not gain access to the Primal Loyalty Kit.
  • An Archblood always has access to 1 Void, 1 Exist and 1 Ordial Ability. This is a single Ability that has 3 different functions to choose from. Each time an Archblood uses one of these Corrupting Abilities, their Corruption counter increases by 1. When any of the Corruption counters reaches 5, their alignment flips into that particular Dimension. For example, if an Archblood has used 5 Void Abilities over the span of a week, they flip to the Void alignment.
  • While an Archblood’s Alignment is flipped, they still have access to the Primal Base Kit, however they can no longer make use of the Primal Loyalty Kit (if they could before), or any of the other Corrupting Abilities from other Dimensions, only being able to use the Corruption Kit from the Dimension they flipped to.
  • While an Archblood’s Alignment is flipped however, the Corrupting Ability (which is normally on a 24 Hour Cooldown) is turned into a 1 Hour Cooldown. Additionally, their Corrupting Ability gains 2 additional charges, meaning they can use their Corrupting Ability three times (and even choose different sub-functions, or use the same function over and over), before it goes on a 1 Hour Cooldown.
  • Alignment changes can only be undone by the Matron of the Dragon Cult at the Dragon Temple, in a ritual that resets all Corruption counters to 0. The Matron cannot preemptively cleanse these Corruption counters, they can only be cleansed after the Archblood was already fully Corrupted. Additionally, there is a severe social stigma to be expected and the Matron will not simply cleanse anybody because they asked. There is no other way to cleanse or remove Counters and so Counters (while not fully Corrupted) can linger for months on end.
  • Archblood can trigger an instant full Corruption at any given time, which will instantly add 5 counters to their chosen Corruption counter, and flip their alignment.
  • If an Archblood is Primal Loyal, they also become immune to Control Powers, but can be mind-controlled by Dragons. If an Archblood becomes Void Corrupted, they become immune to Control Powers, but can be mind controlled by Void Arken and Void Gods. If an Archblood becomes Exist Corrupted, they become immune to Control Powers, but can be mind controlled by Exist Arken and Exist Gods. If an Archblood becomes Ordial Corrupted, they become immune to Control Powers, but can be mind controlled by Ordial Entities. Non-Aligned and Non-Corrupted Archblood do not gain Control Power Immunity, but also cannot be mind controlled by any Entities.
  • All Archbloods, regardless of Alignment, cannot utilize Sorcery or Magic.

Primal Base Kit

Primal Self-Repair

Target: Self
Use Time: Instantaneous
Range: N/A
Duration: 2 IRL Hours
Description: Archblood are functionally immortal so long as their head is not cut off. No matter how much internal or external damage an Archblood receives, they cannot bleed out, or die from organ failure, only from destruction or removal of the head. That being said, sustained damage can incapacitate them and make them unable to fight or move, and they still feel pain. Additionally, any wound that is not fatal, regardless of how severe it is, is repaired over the timespan of 2 non-combat hours, which can be experienced as painful if the wounds are large, and the body has to slowly stitch itself back together.
Cooldown: N/A

Primal Loyalty Kit

Rhaakhr’s Will

Target: Other
Use Time: Instantaneous
Range: Emote Distance
Duration: Instantaneous
Description: The Archblood can either send a lightning strike from their mouth, hand, or weapon swing at a Target person. This person is instantly knocked over by the force of the lightning strike, though the strike does no damage. Additionally, the Archblood can hear and understand Dragonspeech. The Dragonspeech part of this Ability has no Cooldown, the lightning strike does.
Cooldown: 1 IRL Hour

Rhaakhr’s Wall

Target: Self
Use Time: Instantaneous
Range: N/A
Duration: Instantaneous
Description: The Archblood can presume a bunker down position while kneeling with one arm up, causing an electric static shield to form around them in the form of a dome. This dome is large enough for them and 1 other person underneath. This dome is electrified with static electricity meaning anyone attacking or stepping through it within 2 blocks range will receive harmful shocks and fail to pass through, even if they have an Ability that allows them to step through barriers. This static dome also prevents the entry or exit of any Ability, or Mundane Ranged projectile from the Ranged Combat Proficiency Category. This Ability must always be emoted before any Ability is emoted by the opponent to Counter them, with the exception of non-20 Point investment Ranged Combat Mundane Techniques, which can be Countered by emoting this Ability after.
Cooldown: 10 IRL Minutes after dissolving the shield, but the shield can be held up indefinitely.

Rhaakhr’s Wind

Target: Self
Use Time: Instantaneous
Range: N/A
Duration: Instantaneous
Description: The Archblood can summon ghostly Draconic see-through wings that appear on their back, making them as fast as an Asha while the wings are out. Additionally, if the Wings are out, they can Leap towards a chosen Target within Emote Distance instantly unless there is some form of barrier or obstacle in the way, though this part of the Ability can only be used once per day.
Cooldown: Wings can be Toggled anytime, the leap Ability has a 12 IRL Hour Cooldown. Additional function for Corruption explained in the Mechanics section of this page.

Void Corruption Kit

Manifest Rage

Target: Self
Use Time: Instantaneous
Range: N/A
Duration: Instantaneous
Description: This Ability has 3 sub-functions. As such, one such sub function must be chosen, after which the Ability goes on Cooldown in normal conditions:

  • The Archblood activates an inner rage, increasing Phys Stat by +5, Unarmed Combat by +5, and increases Body Shape. None of the changes break Stat Caps, or limits imposed per Race. Additional Aesthetics may be added. This effect remains for 1 Hour.
  • The Archblood sprouts a prehensile tail (or uses the one they already have), which has a stinger on the end. The stinger can sting anyone within 2 blocks range of the Archblood, being auto-hit and through any armor, which paralyzes the chosen arm or leg for 10 minutes. The same person can only be affected by this Ability once per 12 hours, even from different sources.
  • The Archblood can extend blackened claws that allow them to climb walls vertically with running speed, but they can only mitigate falling damage twice. This effect remains for 1 Hour.

Cooldown: Once choosing any of the sub-functions, this Ability goes on a 12 Hour Cooldown. Additional function for Corruption explained in the Mechanics section of this page.

Exist Corruption Kit

Manifest Will

Target: Self
Use Time: Instantaneous
Range: N/A
Duration: Instantaneous
Description: This Ability has 3 sub-functions. As such, one such sub function must be chosen, after which the Ability goes on Cooldown in normal conditions:

  • The Archblood instantly mends any damage on their current clothing or set of armor. The damage is repaired by filling up and re-mending the broken pieces with white glowing silver. The mending lasts for 1 Hour, after which it disappears, and the damage returns.
  • The Archblood instantly summons a full set of half-plate armor made of white glowing silver. This armor functions like mundane armor for other Ability rules, and lasts for a maximum of 1 Hour before disappearing.
  • The Archblood instantly summons any type of weapon, including any ranged weapon (which has infinite ammunition) made out of white glowing silver. This weapon lasts for a maximum of 1 Hour before disappearing.

Cooldown: Once choosing any of the sub-functions, this Ability goes on a 12 Hour Cooldown. Additional function for Corruption explained in the Mechanics section of this page.

Ordial Corruption Kit

Manifest Dread

Target: Self
Use Time: Instantaneous
Range: N/A
Duration: Instantaneous
Description: This Ability has 3 sub-functions. As such, one such sub function must be chosen, after which the Ability goes on Cooldown in normal conditions:

  • The Archblood summons a pool of pale green dark metal that manifests into a scythe. They can then swing this scythe at anyone in 5 blocks, causing that person’s Veil connection to be severed. This makes them unable to use any Void or Exist powered Abilities (not Passives) for 1 IRL Minute.
  • The Archblood summons a pool of pale green dark metal that manifests into skeletal wings for them. This gives them immunity to fall damage, and makes them immune to damage inflicted from behind (but not effects added to Abilities or Mundane Techniques that do damage). This effect lasts for 1 IRL Hour.
  • The Archblood summons a pool of pale green dark metal that manifests into a chain around their arm that they can lasso out to any Target in Emote Distance. This auto-hits, and does nothing except prevent that Target from leaving Emote Distance from the Archblood for 10 IRL Minutes. This chain instantly disappears when it has hit its intended target.

Cooldown: Once choosing any of the sub-functions, this Ability goes on a 12 Hour Cooldown. Additional function for Corruption explained in the Mechanics section of this page.

Trivia

  • Rumor has it that the Grand Vigil of the Azure Order was actually an Archblood. The woman never showed her face in public, so it could not be confirmed nor denied, a secret she took with her to her grave.
  • Many suspect that the Azure Order used a host of Archblood to hunt runaway Mages from the Azure Spire when it still existed, and that this is how they managed to keep the Mages under control.
  • One Archblood by the name of Sebastian Salbard was said to be incredibly powerful—able to fight multiple Mages at once. He was eventually killed when a group of Dark Mages tracked him down and killed him in revenge.

Accreditation
Writers MonMarty
Processors MonMarty, FireFan96
Last Editor Birdsfoot violet on 10/6/2021.

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