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Blessing of the Seas
Status Check (2)

Status Check (2)

Stats

Status

Name : Cthulhu (Luna “Yasmine”)

Race : Ancient Goddess (Seaborn - Zenith)

Class : Ancient Goddess (Will of the Sea)

HP : 100% (2.5%/s) | MP : 100% (5%/s)

Soul Bond - Bennett “Yasmine” (14%)

Alignment - Ocean

Stats

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Skills

Scan - Level MAX, Water Manipulation - Level MAX, Water Creation - Level MAX, Storm Summoning - Level MAX, Call of the Ocean - Level MAX, Mental Communication - RESTRICTED, Primal Form - RESTRICTED, Blessing of the Sea - Bound to Bennett “Yasmine”, Overheal - Level MAX, Watery Ode - Level MAX, Song of the Sea - Level MAX, Water Duplicate - RESTRICTED, Droplet - Level MAX, Revitalize - Level MAX, Heal - Level MAX

Bonuses

Physical Damage Bonus - ???%

Water Damage Bonus - ???%

Damage Reduction - 75%

Damage Resistance - 50%

Damage Ignore Chance - 16%

Movement/Perception Speed Increase - ???%

Mental Strength - 500%

MP Cost - 40%

Healing Effectiveness Increase - 250%

Universal Damage Bonus - 50%

Skill Effectiveness Increase - ???%

Extra Bonuses - LOCKED

Status

Name : Bennett “Yasmine”

Race : Human

Class : None

HP : 100% | MP : 100%

Level : 2 | EXP : 23%

Soul Bond : Luna (20%)

Alignment : Lightning / Blood

Weapon : Maya

Stats

Strength - 8

Endurance - 11

Vitality - 13

Dexterity - 12

Mind - 7

Intelligence - 9

Skills

Scan - Level 3, Flicker - Level 3, Knife Fighting - Level 3, Sword Fighting - Level 1, Lightning Strike - Level 3, Rapid Reconstruction - Level 4, Bloodbolt - Level 3, Hitch-hiker - Level 3, Bolt (Spell) - Level 1, Scythe Mastery (Limited) - Level 7, Blood Spike - Level 5, Blood Manipulation - Level 6

Bonuses

Blood Damage Increase - 154% (Maya - 100%, Skills - 54%)

Bleeding Damage Increase - 158% (Maya - 100%, Skills - 58%)

Lightning Damage Reduction - 20% (Skill - 20%)

Scythe Damage Increase - 210% (Skill - 210%)

Opponent Blood Flow Increase - 35% (When wielding Scythe or Maya : Skill - 35%)

Movement Speed Increase - 70% (When wielding Scythe or Maya : Skill - 70%)

Blood Production Increase : 440% (Maya - 80%, Skill - 360%)

Universal Damage Bonus - 50% (Bond - 50%)

Skill Effectiveness Increase - 50% (Bond - 50%)

__

Status

Name : Yelena “Yasmine”

Race : Human

Class : None

HP : 100% | MP : 100%

Level : 3 | EXP : 12%

Alignment : Fire

Stats

Strength - 12

Endurance - 10

Vitality - 7

Dexterity - 11

Mind - 12

Intelligence - 11

Skills

Scan - Level 2, Overwhelming Firepower - Level 4, Sword Fighting - Level 3, Flame Armor - Level 3, Hellfire - Level 1, Burst - Level 4, Bolt (Spell) - Level 3, Shield (Spell)

Bonuses

Immune to Flame (Skill)

Skill Descriptions - Bennett

Flicker (Movement/Damage)

(Movement)

Temporarily turn incorporeal, and dash up to (Skill Level * 5) yards in any direction, with full control. Deals minor Lighting damage to any within 1 yard of you every 0.2 sec in Skil, using minor MP. Cannot take Physical damage while using Skill. Max duration of 2 Seconds. Damaging opponents in this way decreases their Lightning Resistance by (Skill Level*0.7)%, stacking up to 6 times, lasting a minute.

Cooldown - 4 seconds. Independent of (Damage)

(Damage)

Place an anchor of Lightning anywhere in (Skill Level * 2) + 2 yards of your current location. Lasts ten seconds and uses no MP. When using Skill again, teleport to anchor and deal moderate Lightning (And Weapon, assuming weapon is equipped) damage in a range of 2 (1 for Weapon) yards around you while using moderate MP. Afterwards, your attacks deal an additional instance of Lightning Damage, equal to (Skill Level * 10)% of original Damage.

Cooldown - 13 seconds (Starts when anchor is placed). Independent of (Movement).

Lightning Strike (Damage)

Summon a bolt of lightning that you’re able to hold and throw. By channeling more MP into the bolt, you can increase the damage and speed. However, you also increase the cooldown by doing this. While holding a bolt of lightning, you gain (Skill Level * 2)% Damage reduction. Has moderate base Lightning damage while using base minor MP. When damaging opponents with this Skill, you gain (Skill Level * 3)% Lightning Damage bonus for (Cooldown * 2) seconds.

Cooldown - Minimum : 1.5 seconds. Maximum : 25 seconds.

*Note: Can bounce between opponents, losing 20% power per jump.

Rapid Reconstruction (Passive/Active)

(Passive)

Using Lightning to speed up your body, you can rapidly repair damage, however, it comes at the cost of increased nutrient use. You also gain (Skill Level * 5)% Lightning Damage reduction.

(Active)

If you use MP, the reconstruction will happen far quicker, but, depending on the severity of the wound being healed, Rapid Reconstruction will have reduced effect for a time depending on severity. MP use varies. After actively using Rapid Reconstruction, you gain (Skill Level * 4)% damage reduction for (Skill Level * 5) seconds.

Cooldown - Varies

*Note: Skill Levels by repairing wounds over time.

Bloodbolt (Damage)

By sacrificing HP and MP, you can create a bolt of lightning that you can hold. Every 1% HP increases damage dealt by this Skill by (Skill Level * 0.5)% and every 1% MP increases damage dealt by (Skill Level * 0.2)%. After sacrificing MP and HP, you regenerate HP and MP (30 - Skill Level *1.5)% slower. Deals Lightning/Blood damage. Additionally after dealing damage to an opponent with this Skill, you will deal (Skill Level * 3)% more damage to this opponent for 5 minutes. Can be used on multiple different opponents. Depending on HP% used, it decreases cooldown by up to 70% (Every 1% HP = 2% Cooldown reduction). (Additional Effect : Using Overheal will increase damage by an extra 2% per Overheal%, or OH%, applied last.)

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Cooldown - 10 seconds

*Note: Branch of Lightning Strike. Has most of the same properties of Lightning Strike except for base damage, dealing high instead of moderate.

Hitch-hiker (Utility)

When carrying another, you gain a (Skill Level * 5)% increase in movement speed but take 20 - (Skill Level * 2)% more damage each. Additionally, you both gain (Skill Level + 10)% Skill Damage and it will be more difficult to knock the one hitching a ride off of you. If the hitcher uses any Support/Healing Skill on you, it will be (Skill Level * 5)% more effective. Any AOE Damage/Debuff Skills that you use will not damage the hitcher and when using a self-teleport Skill, they will be transported with you

Duration : Until hitcher is knocked off.

*Note : This skill has been gained after battling with a hitcher excessively.

Blood Dash (Universal)

By continuously draining HP, you enter the Blood Lightning state, increasing speed and perception by (Skill Level * 100, 200, 300)% + 500%, 1000%, 1500%*. In this state, you will consistently deal ramping Lightning/Blood damage in a 4 yard radius around you, increasing up to Moderate Damage per second. By spending up to 10% HP per 5 seconds, you can increase speed and damage by (Skill Level + 2)% Per 1% HP. However, while in this state, you cannot start any type of attacks, canceling the state when initializing attack while keeping momentum. After canceling, you gain (Skill Level * 3) + 20% Damage Bonus and enter the Blood Dash State, both for the duration you were in Blood Lightning state. While in this state, Blood Dash has no cooldown. When Blood Dash ends, the cooldown Begins again. (Additional Effect: For every HP% you are missing, increases multiplier by 5%, applied last.)

Cooldown : (Current HP% * 20) seconds

*Note : Every 3 Levels, the base value will increase by 500% (Additive) and the multiplier will increase by 100% (additive). Current speed/perception increase : 600%. Additionally, can choose not to deal damage in the area.

Bolt (Damage) - Spell

Condense MP and shoot it at a target, dealing low Physical damage. By infusing your Alignment into this spell, it gains the following effects:

Lightning : Halves the damage while converting it to Lightning, but decreases cooldown by 75%, only when considering this Spell Infusion. When Cooldown is 0 or lower, you can shoot one more at once at 0.2 second intervals, another added per -0.5 on the Cooldown with a ramping MP cost. This also decreases the Level cost for cooldown decrease to every 2 Levels when infusing Lightning into this Spell.

Blood : Deals no damage in of itself, but, if the opponent has an open wound, or multiple, they will suffer from Bleeding, which deals additional damage every two seconds depending on wound severity from minor to massive. This also drains them of blood quicker. When used on an entity that does not have blood, it will apply Coagulation, which treats anything without blood as if it had blood. Every Level, instead, increases Bleeding Damage by 5%. (Additional Effect : Adds 1 stack of Clot on hit, which decreases healing received by 0.5% per stack, stacking 100 times.)

Every Level of this Spell increases damage by 5% and every 3 Levels decreases Cooldown by 0.5 seconds.

Cost : Minor MP

Cooldown : 4 seconds.

Shield (Utility) - Spell

Condense MP into a construct that has 25% your HP to block or deplete the damage of ranged attacks or Spells. By infusing Alignment(s), can create different effects:

Lightning: Has only 15% HP but half the cooldown, with two being able to be summoned at once. When attacked, launches a 10% charged Lightning Strike at the attacking opponent. When broken, it will launch a 30% charged Lightning Strike. Every Level increases the charge of the retaliation Lightning Strike by 4% and the break Lightning strike by 7%.

Blood: Can block 30% worth of your HP and will restore 5% HP when broken. Every percent of damage above the blocking HP will additionally restore 2% HP. If at 100% HP, will give 1% Overheal for every 2% HP over cap. Every Level instead increases healing by 4%. (Additional Effect : Maya can act as Blood Shield, with double the stats. When broken, she will return to Scythe or Blood Claw state.)

Every Level increases HP of construct by 2%.

Cost : Moderate MP

Duration : Until broken or dismissed

Cooldown : 8 seconds

Scythe Mastery (Weapon) - Blood Reaving

As the most developed Scythe technique in history, created by the Blood Aracne, it is unparalleled in effectiveness, utilizing all of their limbs to quickly move their Scythe, and their massive physical strength to easily cut through all sorts of materials, including, but not limited to: flesh, bone, metal, Dragon Scale (Presuming Scythe is of good quality), and others. It was made to force as much blood to flow out of their opponents’ body as possible.

Every Level increases Damage dealt by Scythe by 30%, Increases opponent Blood Flow by 5%**, and Increases Movement Speed by 10%.

*Note: As you are not currently a Blood Aracne, you cannot use this Skill to its full potential.

**Increases Bleeding tick speed

Blood Spike (Damage/Utility)

Create a spike of near solid blood out of any body of spilt blood, dealing Moderate Blood Damage, as well as inflicting Bleeding, which deals additional damage every two seconds depending on wound severity from minor to massive. This also drains them of blood quicker. Universal Bleeding damaged is increased by (Skill Level * 8)%. This can also be used to create traps, or be used as foot/handholds in maneuverability. Can use MP or HP, HP increasing Damage by (Skill Level * 6)%. It will also decrease cooldown by (Skill Level * 10)%.

Cost : Moderate MP or 2% HP

Durations : 10 minutes or until dispelled/destroyed

Cooldown : 2 seconds

Blood Manipulation (Utility/Passive)

Manipulate any Blood that has been spilt, or that belongs to you, turning it into your own. You can morph blood into different forms, depending on your choice. Increases Blood Damage by (Skill Level * 9). You also replenish Blood (Skill Level * 60)% faster.

Free Form - Allows you to freely manipulate blood, moving it in any way you desire. You can solidify blood, liquify it, or clear your own bloodstreams. Can be used as crude weapons.

Cost - Low MP/s, any amount of blood

Blood Claw (Level 4) - Wreath your arm in blood and control it like your own, acting as a weapon or tool in the shape of a claw. All feats of strength are easier when using Blood Claw, as well as the Claw moving (Skill Level * 6)% faster. Physical Damage dealt with Blood Claw is converted to Blood Damage and has 25% Chance to inflict Bleeding. Increases Universal Bleeding Damage by (Skill Level * 3)%.

Cost - High MP, 3 Liters of Blood or Maya (Can cover both arms)

Duration - 5 min or until removed

Coagulate (Level 6) - When dealing Blood/Bleeding Damage, if opponent does not have blood, there is a (Skill Level * 6)% chance to apply Coagulate, which treats any opponent as if they have blood, and increases Bleeding Damage dealt to them by 20%

Locked (Level 8)

*Note : Bleeding Damage is not affected by Blood Damage

Skill Descriptions - Yelena

Overwhelming Firepower (Damage)

Blast forward towards your enemy, shrouding your weapon in flame for (Skill Level * 2) + 8 seconds and empowering your attacks for moderate MP. While empowered, you take (Skill Level * 2) + 18% less damage, Deal (Skill Level * 2) + 18% more damage, and all attacks are converted to Flame Damage. When this is out, you are put in a weakened state for 16 - (Skill Level) seconds, taking 35 - (Skill Level * 3)% more damage. At high enough Levels, Skill can be stacked up to twice. When reaching max stacks, cooldown is increased by an additional 40 seconds and Damage is further increased by 50%.

Additional Hellfire Effect : During Hellfire State, Overwhelming Firepower’s cooldown is reduced to 10 seconds and can stack up to 5 times, as well as the duration being tied to Hellfire State. At max stacks, the damage gain is additionally increased by 150%.

Cooldown : 20 seconds.

Flame Armor (Support/Passive)

(Support)

Cover your body in flames, decreasing damage taken by (Skill Level + 12)% and increasing Flame Damage by (Skill Level * 4)% for a low MP cost per second. While using this armor, you gain HP whenever you’re hit equal to (Skill Level * 2)% Damage taken. Can be dispelled at any time with cooldown.

Additional Hellfire Effect : While in Hellfire State, all attributes of Flame Armor are doubled.

Cooldown : 1 minute.

(Passive)

You are immune to Flame Damage.

Explosive Burst (Movement)

Create an explosion of flame from any point on your body to move quickly, at the expense of minor MP. If opponent is hit by burst, they take moderate Flame damage and have their Flame Resistance decreased by (Skill Level * 2)%. This effect can stack up to three times.

Cooldown : 5 seconds.

Hellfire (Burn)

(Active)

By Sacrificing 10% HP, you create a spark of Hellfire within you, converting all Flame Damage into Hellfire Damage, which deals (Skill Level * 40)% more damage while burning 800% hotter. During the Hellfire state, you will Heal from any Hellfire Char damage will heal you for the amount of damage dealt*. All MP costs for Flame Skills and Spells are decreased by (Skill Level * 6)% and cooldowns are decreased by 50% and your MP regen is increased by (Skill Level * 10)%. When Hellfire State ends, you will be put in a weakened state for 10 minutes, taking 75% more damage.

(Passive)

When dealing Hellfire Damage, you will apply Hellfire Char to opponents, which deals minor damage per second. Every time Hellfire Char is applied, its damage increases by 1%, no cap. When applied, it decreases Opponent’s Hellfire Resistance by 0.5%, stacking 20 times. Additionally, you can spend 1% HP to convert any Flame Skill that is used into a Hellfire Skill, even when not in Hellfire state.

Duration : Base - 120 seconds. When activating Hellfire, you can spend up to 20% more HP to increase the duration by 10 seconds per 1% HP.

Cooldown : 20 minutes, starting from the end of the duration.

Bolt (Damage) - Spell

Condense MP and shoot it at a target, dealing low Physical damage. By infusing your Alignment into this spell, it gains the following effects:

Flame : Doubles Damage dealt, converting Damage to Flame, while applying Burning, which deals minor Flame damage every other second and can spread to others unless put out. Damage multipliers gained by Levels are doubled.

Every Level of this Spell increases damage by 5% and every 3 Levels decreases Cooldown by 0.5 seconds.

Cost : Minor MP

Cooldown : 4 Seconds

Shield (Utility) - Spell

Condense MP into a construct that has 25% your HP to block or deplete the damage of ranged attacks or Spells. By infusing Alignment, it gains the following effects:

Shield only inherits 10% of HP, but can only be destroyed by Elemental attacks. When any attacks come into contact with Shield, the Shield will retaliate with Moderate Damage bursts of Flame, up to a maximum to once per 0.7 seconds. Every Level of this spell additionally increases the damage dealt by 6% and inherited HP by an extra 1%.

Every Level increases HP of construct by 2%.

Cost : Moderate MP

Duration : Until broken or dismissed

Cooldown : 8 seconds

Ranking System

Commoner : Level 0 - 9

Scholar : Level 10 - 24

Mage : Level 25 - 49

Battlemage : Level 50 - 74

Prince/Princess : Level 75 - 99

Harbinger : Level 100 - 149

Archon : Level 150 - 224

Demigod : Level 225-???

God : Level ???

Stat Increases

Every point of Strength increases Physical damage by 0.1%, up to 100%

Every point of Endurance increases Damage Reduction* by 0.075%, up to 75%

Every point of Vitality Increases HP Regen by 0.0025%/s, up to 2.5%/s**

Every point of Dexterity increases movement/perception speed by 0.3%, up to 300%

Every point of Mind Decreases MP cost by 0.04%, up to 40% and Increases Alignment Damage by 0.08%, up to 80%

Every point of Intelligence increases MP regen by 0.005%/s, up to 5%/s***

After reaching the maximum cap for Mind/Intelligence, every point increases Skill Effectiveness by 0.1%, no cap and Alignment Damage by 0.06%, no cap.

After reaching maximum cap for Vitality/Endurance, every point increases Damage Resistance* by 0.025%, max 50%, and damage ignore chance by 0.008%, up to 16%.

After reaching Maximum cap for Dexterity, every point increases movement/perception speed by 0.2%, no cap.

After reaching maximum cap for Strength, every point increases Physical damage by 0.15%, no cap.

*Damage Reduction is applied last while Damage Resistance is applied first. Damage Resistance is always capped at 50%, regardless of Level. (Example : Decreases damage by Damage Resistance then, after, decreases damage by Damage Reduction. Damage Equation: (Damage Dealt * (1-Damage Resistance Ratio [Max 0.75])) * (1-Damage Reduction Ratio [Max : 0.5])

**While in a fight, this value is decreased by 75%

***While in a fight, this value is decreased by 50%

- Everything under Stat Increases is due to change based on whatever balances I think are necessary while writing. Should probably alter Luna’s status in the near future (Date : 9 / 6 / 24 Time : 0251)

Weapons

Maya, the Red Scythe - Level 2

A Scythe made of Bloodsteel, a material rarely found after the disappearance of the Blood Aracne, which can bind to a person’s blood and liquify, entering their bloodstream and replacing some of their blood. Maya is special, holding the consciousness of Maya, .

All Damage dealt with Maya is converted to Blood Damage and Blood/Bleeding Damage is increased by 100%. When dealing Damage with Maya and below 100% HP, restore 1% HP. When dealing Blood Damage at, or above, 100% HP, increase Overheal amount by 1%. When Spending Overheal or HP, increase damage of Skill or attack using it by 3% per Overheal% and 5% per HP%.

Weapon Skill : Reave - Level 1

When Dealing Damage to Bleeding opponent, there is a (Weapon Level * 5)% chance to trigger the Bleed, dealing (Weapon Level * 10)% more Bleed damage this instance and increasing Blood Damage dealt to opponent by 4% and On-hit Bleed chance by 0.5%, no cap.

Weapon Skill : Blood Bank - Level 2

Maya can store up a base 75% of the Blood in your body, which can be used for Skills that require blood or be used to alleviate blood loss. This also increases your Blood production by (Weapon Level * 40)%. Her capacity increases by 25% per her Level. (Current : 125%). For every 4% she is not carrying, you gain a (Weapon Level * 1.5) damage increase. Additionally, blood from others can also be used in Blood Bank, but it costs MP depending on Blood Rarity. Increases Flat Bleed Application chance by 30% for Maya.

Extra Effect - Locked (Level 4)

Extra Effect - Locked (Level 7)

Extra Effect - Locked (Level MAX)

Progress to next Level - 5%

To progress Level, feed Maya vast quantities of blood, or rarer types of blood.