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{{Info afflictions
|image      = noimg.png
|races      = Any Mundane
|contraction = IC
|mortality  = N/A
|origins    = Dragons
|}}
Dragon Wardens, Dragon Knights and Dragon Champions are a specific type of Mundane individual that is blessed with Draconic Powers to help combat the spread of what the Draconic factions refer to as Infection. These types of Dragon Warriors differ from Archblood in that they are created intentionally, and that there are very few of them. Dragons or their direct representatives create Dragon Warriors, while Archblood are created without the direct interference with Dragons, and operate much more independently. Dragon Warriors are sometimes depicted as the commanders and special forces units in the Dragon armies, reducing the Archblood to common soldiers, but this is not strictly speaking true. Rather, Dragon Warriors have a different functional use in the fight against Infection, and instead of taking the fight directly to the Infection, serve more directly to protect the Mundane population of the world and Dragons as bodyguards and protectors. Dragon Warriors have been virtually unseen in the world since Cataclysm, but have made a rapid return since the appearance of the Dread and Imperial Dragon, and the continuing changing conditions of the Return of Dragons.
==Becoming a Dragon Warrior==
Becoming a Dragon Warrior is not as straightforward as acquiring for example the blessings of a Void prefect would be. Dragon Warriors can only be made by Dragons themselves, who are notoriously absent and finicky to approach, or their representatives, who tend to be fiercely defensive of what secrets they hold. There is rumor of one structure somewhere on the Regalian Isle that is capable of blessing Mundane individuals (the ritual does not work on any type of Aberrant Lingering and up) into a Dragon Warden. Dragon Warriors have different tiers, ranging from Warden (which are the base recruits) to Dragon Knights (who are the personally blessed Wardens by the Dragons) and finally the Dragon Champion (who are unique and chosen personally by the Dragons also to represent one of them). These upgrades cannot be forced and can only come about from actual roleplay. In fact, to become a Dragon Warden, one must also find out about the Glass Spire in roleplay, locate it in roleplay, and convince the local cult to accept them in roleplay. This makes the Dragon Knights more difficult to get into than other forms of Afflictions, because there is no OOC way to become one. Being made a Dragon Knight is instantaneous, and any changes in rank also occur instantaneous with all knowledge of Abilities being granted immediately. In terms of it being an Affliction, while it is true that it affects subjects in a similar manner, to call it an affliction is not entirely accurate. Dragon Warriors (the catch all term for Wardens, Knights and Champions) are not necessarily cursed with this affliction, and it also cannot inherently be cured. Someone who becomes a Dragon Warden has done so permanently, or until a Dragon or representative of a Dragon can undo the soul binding on the location they were granted this power. This means that Dragon Warriors can actually go rogue, however such rogue elements tend to be mercilessly hunted by their former cult comrades. Dragons themselves don’t demand worship or obedience, however they do have a level of control over their Dragon Warriors. Dragons have mind-control at all times (that cannot be resisted with Control Power Counters) over both Dragon Warriors and Archblood, but rarely if ever exert it.
==Dragon Warden Abilities==
{| class="wikitable"
{| class="wikitable"
! style="text-align: center; font-weight:bold; background-color:#dddddd; color:#000000;" | Primal Power
! style="text-align: center; font-weight:bold; background-color:#dddddd;" | Puretek Engraving
! style="text-align: center; font-weight:bold; background-color:#dddddd; color:#000000;" | Ability Category
! style="text-align: center; font-weight:bold; background-color:#dddddd;" | Usable against
! style="text-align: center; font-weight:bold; background-color:#dddddd; color:#000000;" | Range
! style="text-align: center; font-weight:bold; background-color:#dddddd;" | Who can use this type of Puretek Engraving?
! style="font-weight:bold; background-color:#dddddd;" | Description
! style="font-weight:bold; background-color:#dddddd;" | Effects
|-
|-
| style="background-color:#b597c3;" | Mundane Protector
| style="background-color:#ecf4ff;" | Belliard Engraving
| Primal Power
| *Magic Spell
| Emote Distance
*Sorcery Spell
| While within Emote Distance, the Dragon Warden is able to reverse one attack whether it be mundane, ability-based, melee or ranged inflicted on a target person who is mundane (thus not any form of Aberrancy), once a day per person. For example, if five people are caught in a fireblast from a Mage, the Dragon Warden can undo the damage on all five of these people, but undo no further attacks on them for the remainder of the day, and the damage must have been done to them in Emote Distance from the Dragon Warden. If an attack caused collateral damage, for example, a stab caused them to fall from a roof and break their legs, this Power also undoes all collateral damage that followed the attack.  
*Silven Spell
*Ordial Power
| *Any Character that does not have any type of Aberrancy or non-Racial Ability.
*The weapon will refuse to fire for someone who has any non-racial Abilities.
| When the shot hits the target, any ongoing Abilities of these categories is Countered, and its effects removed. This particular Ability is put on a forced 30 second cool down. If instead the Ability is one that should grant wings or some modus of flight, it is forced on a 10 minute cooldown. If the Counter effect should make further Abilities impossible (due to for example a dependency mechanic in Abilities), then these Abilities can still be used as if the criterion Ability triggered/is still active. This is to prevent undue kit neutering.
|-
|-
| style="background-color:#b597c3;" | Cleanse Corruption
| style="background-color:#ecf4ff;" | Darkwald Engraving
| Primal Power
| *Vampire Spell
| Emote Distance
*Werebeast Spell
| Dragon Wardens can perform the cleansing ritual on any person, which after 30 seconds of incantations in the Dragon language, causes any Target Curse or Target Illusion that is actively affecting them to disappear. Furthermore, Dragon Wardens are also immune to Target Curses and Target Illusions. They cannot even perceive that these Abilities are being used on them. They can however still be affected by Object Curses and Object Illusions. Once cleansed, a target cannot be re-cleansed for another 10 minutes.
*Gr. Vampire Spell
*Gr. Werebeast Spell
| *Any Character that does not have any type of Aberrancy or non-Racial Ability.
*The weapon will refuse to fire for someone who has any non-racial Abilities.
| When the shot hits the target, any ongoing Abilities of these categories is Countered, and its effects removed. This particular Ability is put on a forced 30 second cool down. If instead the Ability is one that should grant wings or some modus of flight, it is forced on a 10 minute cooldown. If the Counter effect should make further Abilities impossible (due to for example a dependency mechanic in Abilities), then these Abilities can still be used as if the criterion Ability triggered/is still active. This is to prevent undue kit neutering.
|-
|-
| style="background-color:#b597c3;" | Scaling Claws
| style="background-color:#ecf4ff;" | Heresond Engraving
| Primal Power
| *Primal Power
| Self
*Ritualist Power
| The Dragon Warden can cause Dragon Claws to extend from their fingers while climbing any vertical surface. This means that Dragon Wardens can scale any vertical surface, no matter how high, as long as they keep up upward momentum. This means that they cannot hang from the surface (they would slip and fall) and must reach the top. It is possible to jump and eject off the wall mid-climb, however lethal and catastrophic damage from falling can still occur, as this does not give any additional falling protection.  
*Essence Power
*Url Forms
| *Any Character that is Lingering Aberrancy and upwards, or has an Artifact.
*The weapon will refuse to fire for someone who is not somewhat Void or Exist tainted.
| When the shot hits the target, any ongoing Abilities of these categories is Countered, and its effects removed. This particular Ability is put on a forced 30 second cool down. If instead the Ability is one that should grant wings or some modus of flight, it is forced on a 10 minute cooldown. If the Counter effect should make further Abilities impossible (due to for example a dependency mechanic in Abilities), then these Abilities can still be used as if the criterion Ability triggered/is still active. This is to prevent undue kit neutering. In the case of Url, they are affected somewhat differently: An Url in Gore Form is forced into Fused Form and unable to go to Gore form for an hour. If they are any other Form, this shot does not affect their Form Abilities.
|-
|-
| style="background-color:#b597c3;" | Prism of Defence
| style="background-color:#ecf4ff;" | Ograld Engraving
| Primal Power
| *Beast Shift
| Emote Distance
*Mythic Shift
| The Dragon Warden is able to summon a Defence Prism, which is a 3 block by 3 block cage with walls 6 blocks high (with a tapering top to appear like a pyramid) that allows any person to pass through, including mundane weapons and their mundane projectiles. The Dragon Warden cannot enter this Prism, as doing so will immediately cancel it out, they must always be outside of it, however up to 9 Mundane people can be inside it (one per block in a 3x3 square), while any Aberrant of Lingering and up entering the Prism will immediately break it. If any Void or Exist based Abilities (granted from any Aberrancy including and higher than Lingering Aberrancy) is used against this wall, or the people inside, it is instead absorbed by the wall and dissipated. Essentially, all Abilities from either Void or Exist energies are unable to pass through the Prism wall. This also includes mundane items affected by Magic, for example, a boulder that is thrown with Magic suddenly halts its momentum completely upon reaching the wall, and drops straight to the floor, while a fireball cast at the wall is immediately extinguished. The Prism lasts indefinitely, or until the Dragon Warden is knocked out or leaves Emote Distance of it, or an Aberrant of Lingering and up enters it.
| *Any Character that does not have any type of Aberrancy or non-Racial Ability.
|-
*The weapon will refuse to fire for someone who has any non-racial Abilities.
| style="background-color:#b597c3;" | Warden Eyes
| When the shot hits the the first time, the Mythic Shift/Beast Shift is halved in its effect. For example, Physical Stat gains are halved, and any increase in size or body changes are also halved. A second shot hit cancels out the Beast Shift or Mythic Shift completely, and is forced on a 10 minute cooldown.
| Constant Passive
| Self
| Dragon Wardens retain their old eye color, but gain an additional purple limbal ring on their Iris, representing the budding Dragon Influences in their Soul. Even if they go rogue, this effect remains.
|-
| style="background-color:#b597c3; color:#333333;" | Calling of Lords
| Constant Passive
| Self
| The Dragon Warden is able to detect either a Dragon Soulcore, or Dragon that is present within Emote Distance. Once they enter Emote Distance, the purple ring effect of their eyes starts flaring up, and they feel it internally also.
|-
| style="background-color:#b597c3;" | Calling of Faith
| Toggle Passive
| Self
| The Dragon Warden can manifest Dragon runes and Script on their body in glowing lines as if they are tattoos. The color they are made of can be dictated by any of the Dragons the Warden mostly associates with. They can be made to disappear or appear, and their glow can be turned off and on, but they never glow enough to produce light in a dark room.
|}
 
==Dragon Knight Abilities==
{| class="wikitable"
! style="text-align: center; font-weight:bold; background-color:#dddddd; color:#000000;" | Primal Power
! style="text-align: center; font-weight:bold; background-color:#dddddd; color:#000000;" | Ability Category
! style="text-align: center; font-weight:bold; background-color:#dddddd; color:#000000;" | Range
! style="font-weight:bold; background-color:#dddddd;" | Description
|-
| style="background-color:#b597c3;" | Dragon All-Armor
| Trigger Passive
| Self
| Dragon Knights have a permanent proportional Armor effect. This proportional armor inverts the amount of armor worn by the individual and optimizes their mobility and agility. Simpler put, the less armor and constricting clothes the Dragon Knights wear, the stronger their body and skin becomes, acting like real armor. This Ability is completely ineffective if the subject wears Half-Plate Armor (for example, Guard Armor), granting no additional protections to them. If however they only wear a set of pants (the highest effectiveness), their body will be steeled to the point of effectively being as strong as Plate Armor, but not losing any mobility from the weight. The middleground here being just wearing normal clothes, their skin always acts as a chain mail suit. The effect of this armor protection is that their skin essentially becomes as tough as steel plate, meaning it requires repeated attacks to break, or strong piercing damage to break through, but internal organs and tissue is still weak as the protections are only skin deep. Blunt damage still translates through like normal (as it would with normal armor as well) as does Magic Spell or Sorcery Spell damage (unless they specifically should not be able to pierce armor). Any abilities that mitigate armor or clothing protections from Exist or Void based sources are ineffective against Dragon Knights.
|-
| style="background-color:#b597c3;" | Cleanse Corruption
| Primal Power
| Emote Distance
| Dragon Knights can perform the cleansing ritual on any person, which after 10 seconds of incantations in the Dragon language, causes any Target Curse or Target Illusion that is actively affecting them to disappear. Furthermore, Dragon Knights are also immune to Target Curses and Target Illusions. They cannot even perceive that these Abilities are being used on them. They can however still be affected by Object Curses and Object Illusions.  
|-
| style="background-color:#b597c3;" | Scaling Claws
| Primal Power
| Self
| The Dragon Knight can cause Dragon Claws to extend from their fingers while climbing any vertical surface. This means that Dragon Knights can scale any vertical surface, no matter how high, and they can also halt their momentum at any time, and hold onto their progress by hanging from the wall from their claws. This is an upgraded version of the Dragon Warden Ability that allows them to pause on the wall, and continue scaling it at will. Furthermore, jumping from the surface will grant them Draconic wings that cannot be used to fly, but can be used to glide down at a 45 degree (or less) angle that will cushion any falling damage they might receive.
|-
| style="background-color:#b597c3;" | Whispers of the Dead
| Primal Power
| Self
| Dragon Knights can never be taken by surprise from any direction, be it under, above, behind or from their sides. Whenever they are about to be attacked, or a spell is about to materialize in an area where they cannot see it directly around them, the dead from the Soul Rivers will whisper warnings to them. As such, Dragon Knights can never be taken by surprise from any direction (though this does not grant them instant-dodging capabilities or instant-blocking capabilities, combat roleplay still obeys normal rules).
|-
| style="background-color:#b597c3;" | Leystone Wardens
| Primal Power
| Emote Distance
| The Dragon Knight is able to summon 3 Leystone Wardens onto a target Mundane person (so anyone who is not Aberrancy Lingering and above) that protect this person for the next 10 minutes from any melee, ranged, mundane or Ability-based attack. For each unique attack, one Leystone Warden is absorbed and destroyed. If no attacks were absorbed, after 10 minutes, all Wardens disappear by themselves. The Dragon Knight cannot prematurely end the effect. If the 10 minutes have passed, or 3 Wardens were destroyed, the Dragon Knight can re-apply this Power onto a new target, however this target cannot be the same person as the last, and can never be the Dragon Knight themselves.
|-
| style="background-color:#b597c3;" | Warden Eyes
| Constant Passive
| Self
| Dragon Knights eye colors, like those of Archblood, turn a deep purple. Additionally, what sets them apart from their Archblood offensive counterpart, is that they will gain a thin glowing Dragon-script headband crossing their forehead. The color they are made of can be dictated by any of the Dragons the Knight mostly associates with, but the glow can never be enough to produce light in a dark room.
|-
| style="background-color:#b597c3; color:#333333;" | Calling of Lords
| Constant Passive
| Self
| The Dragon Knight is able to detect either a Dragon Soulcore, or Dragon that is present within Emote Distance. Once they enter Emote Distance, the Dragon Crown effect of their forehead starts flaring up, and they feel it internally also.
|-
| style="background-color:#b597c3;" | Calling of Faith
| Toggle Passive
| Self
| The Dragon Knight can manifest Dragon runes and Script on their body in glowing lines as if they are tattoos. The color they are made of can be dictated by any of the Dragons the Knight mostly associates with. They can be made to disappear or appear, and their glow can be turned off and on, but they never glow enough to produce light in a dark room.
|}
|}
==Dragon Champion Abilities==
Dragon Champion Abilities are dictated through a Special Permission Ability Sheet.
==Trivia==
* Dragon Warriors were first seen serving Rikkira during the Dragon Crisis, attacking Regalian officials.
* Sometimes, it is hard to tell the difference between Dragon Warriors and Archblood. Having knowledge of the differences requires Dragon History Knowledge from Historical Knowledge Proficiency.
* Dragon Warriors can still die (obviously), however they are always guaranteed to become Archblood and have a near-death experience while doing so. There is no way to go back from Archblood to Dragon Warrior.
{{Afflictions}}
{{Accreditation
|Writers = MonMarty
|Processors = MonMarty
}}
[[category:Afflictions]] [[category:Primal Afflictions]]

Revision as of 20:57, 26 March 2020

Puretek Engraving Usable against Who can use this type of Puretek Engraving? Effects
Belliard Engraving *Magic Spell
  • Sorcery Spell
  • Silven Spell
  • Ordial Power
*Any Character that does not have any type of Aberrancy or non-Racial Ability.
  • The weapon will refuse to fire for someone who has any non-racial Abilities.
When the shot hits the target, any ongoing Abilities of these categories is Countered, and its effects removed. This particular Ability is put on a forced 30 second cool down. If instead the Ability is one that should grant wings or some modus of flight, it is forced on a 10 minute cooldown. If the Counter effect should make further Abilities impossible (due to for example a dependency mechanic in Abilities), then these Abilities can still be used as if the criterion Ability triggered/is still active. This is to prevent undue kit neutering.
Darkwald Engraving *Vampire Spell
  • Werebeast Spell
  • Gr. Vampire Spell
  • Gr. Werebeast Spell
*Any Character that does not have any type of Aberrancy or non-Racial Ability.
  • The weapon will refuse to fire for someone who has any non-racial Abilities.
When the shot hits the target, any ongoing Abilities of these categories is Countered, and its effects removed. This particular Ability is put on a forced 30 second cool down. If instead the Ability is one that should grant wings or some modus of flight, it is forced on a 10 minute cooldown. If the Counter effect should make further Abilities impossible (due to for example a dependency mechanic in Abilities), then these Abilities can still be used as if the criterion Ability triggered/is still active. This is to prevent undue kit neutering.
Heresond Engraving *Primal Power
  • Ritualist Power
  • Essence Power
  • Url Forms
*Any Character that is Lingering Aberrancy and upwards, or has an Artifact.
  • The weapon will refuse to fire for someone who is not somewhat Void or Exist tainted.
When the shot hits the target, any ongoing Abilities of these categories is Countered, and its effects removed. This particular Ability is put on a forced 30 second cool down. If instead the Ability is one that should grant wings or some modus of flight, it is forced on a 10 minute cooldown. If the Counter effect should make further Abilities impossible (due to for example a dependency mechanic in Abilities), then these Abilities can still be used as if the criterion Ability triggered/is still active. This is to prevent undue kit neutering. In the case of Url, they are affected somewhat differently: An Url in Gore Form is forced into Fused Form and unable to go to Gore form for an hour. If they are any other Form, this shot does not affect their Form Abilities.
Ograld Engraving *Beast Shift
  • Mythic Shift
*Any Character that does not have any type of Aberrancy or non-Racial Ability.
  • The weapon will refuse to fire for someone who has any non-racial Abilities.
When the shot hits the the first time, the Mythic Shift/Beast Shift is halved in its effect. For example, Physical Stat gains are halved, and any increase in size or body changes are also halved. A second shot hit cancels out the Beast Shift or Mythic Shift completely, and is forced on a 10 minute cooldown.