Snoop Duck
New member
Lore: In the 14th century, the Knights Templar faced accusations of foulest heresy, chief among them was the worship of a pagan idol known as Baphomet. While history would deem this a power play by King Philip the IV, and not totally incorrectly, the incursion of the supernatural has called many historians to reinvestigate many a dubious myth, particularly when one included what was now known to be an alias of one of Ixian history's most infamous Dark Wizards. While the further investigation and exhumation of what members of the accused would serve to fully exonerate them of any black magic dealings, it was the unearthing of a mysterious coffin in Cyprus that revealed the full scope of the story.
Bound with what were recognized as primitive binding wards, each and every one etched with the many names of the God of Abraham and his servants, the unmarked stone held the remains of a man once known as Eliphas Francois, his personal effects, and the lingering ancient magics he once commanded for over 600 years. Given the nature of the magics sensed within, the bonds of unknown origin, and what few surviving scraps of Middle Ages documentation, a narrative formed of an unremarkable Knight falling to heresy in secret and framing his masters for his crimes, either out of necessity or spite. In no time at all, the historical and occult communities were whipped into a frenzy and Eliphas had become a household name overnight.
A mainstay of Musée de Cluny, the collection of all things Eliphas became a profit machine, generating billions of Francs over the decades in both ticket sales and “generous grants” to the museum to allow it to take many an international tour. Despite concerns of Ixian Hexologists that any movement of the slab would risk damaging the age-stricken, unrepairable wards and potentially release a man they believed was not fully dead due to what little was understood of Baphomeic magics, the dead crusader saw more of the world in death than he did in life. These fears were validated at its latest visit to the American Museum of Natural History, when the growing influence of The Patrons began to change the flow of spiritual energy in the air. The smallest crack in the bindings letting in the faintest scent of magic was enough to awaken the Revenant. On the night he was to be sent back to France, mere days before the second Maelstrom, Eliphas shattered his stone prison in an instant and claimed the souls of the museum staff just as quickly. Thousands of years of human history went up in flames that night as the NYPD’s best magisters were powerless before magics unseen on Earth or Ixia in centuries and with a ferocity the even Eliphas was shocked at. Liberated from a half millennium of confinement and intrigued by the new potencies of his infernal master’s gifts, he makes his way to The Paton to finally claim the dominion he sought long ago.
Stats:
HP: 785
Regen: 3
Spirit Resist: -20%
Move Speed: 6.5mps
Sprint Speed: 2mps
Stamina: 2
Light Melee: 50
Heavy Melee: 116
Gun: Eternal Dragon: Hell magic Sword and Shield with several mechanics.
M1 swings the sword to fire 6 fireballs in a fixed horizontal pattern, consuming 6 ammo per shot; if ammo is lower than 6, the fireballs closest to the crosshair are prioritized. The sword swing is identical to a quick melee and hitting a single enemy with both the swing and every fireball deals an extra 15 spirit damage. The swing CAN be parried.
M2 raises the shield, reducing your movement speed by 70%, but grants +50% bullet resist and a 25% chance to reflect bullets, so long as they hit the shield. These effects are always active on the Shield's hit box and will still take effect while alt fire is not being used, i.e. while it's on your back. While shielding, your M1 changes, after a 1 second delay, the dragon emblem on the shield comes to life and breathes fire in a short-range cone, rapidly consuming ammo. Can jump and dash while shielding, but you do not gain a speed boost and can never slide. Activating the shield shares Parry’s Cooldown. Can't parry while shield is up.
Unique slide attack shoots a vertical pillar of flame that pierces and the swing counts as a heavy melee. Cannot slide in Shield mode.
Ammo: 60.
Reload Time: 2.2.
Sword Mode:
Fire rate: 1.26
Damage per bullet: 11.3
Bullet Velocity: 43.4mps
Bullet width: 1m
Shield Mode:
Fire Rate: 20.
Damage per bullet: 5.96
Max Range: 32.1m
Bullet width: 5m
Slide Attack:
Fire Rate: 1
Damage per Bullet: 81.36
Bullet Velocity: 43.4mps
Width: 2m
Height: 5m
1- Lost Soul: Fire a flaming skull that 60 spirit damage. If the skull travels for more than 30 meters, it homes on the nearest hero and gains +25% velocity, an additional 40 damage, and stuns for 1.25 seconds. Visually indicated by the skull gaining a blue flame. Can be alt cast to consume the skull instead, healing you for 100. Cooldown: 24. Charges: 1. Charge Cooldown: 5. Skull velocity: 32mps. Homing acquisition range: 60m.
1- +0.5 stun duration. Restore 1 stamina when self-cast
2- -10 Cooldown. +15% skull velocity.
5- If the target is stunned, dashing in their direction instantly teleports you to them. Max teleport range: 80m.
2- Damnation: After a 0.75 second wind-up, slam your shield into the ground, creating a hellfire zone. Direct shield hit deals 80 melee damage, slam deals 30 spirit damage, and the hellfire zone deals 12 spirit damage per second. Enemies in hellfire cannot use movement abilities or items. Duration: 6. Radius: 6. Cooldown: 60.
1- Hellfire damage and snare effect lingers for 3 seconds after leaving.
2- -22 Cooldown. Hellfire also slows by 50%.
5- +3m radius. Lost Souls that pass over hellfire are instantly empowered.
3- Hell to Pay: When stunned, retaliate with a 40 spirit damage explosion and remove the stun after a 0.5 second delay, then gain +30% fire rate, +50% melee damage, and remove shield attacks wind-up for 4 seconds. Can be activated manually, but this reduces the damage and buffs by half. Does not stack with itself. Cooldown: 18. Charges: 1. Charge Cooldown: 5. Radius: 4m
1- +2s buff duration and also grants +30% melee lifesteal.
2- All negative effects are removed on activation. Heal 80 HP if activated by a stun.
5- +1 charge. -6 Cooldown. Charge cooldown reduced to 1.
4- Horseman of the Apocalypse: After a 3 second channel, summon and mount a hellfire steed, increasing speed by +7.8, gaining +3 max stamina, and increasing melee range by 50%. Shield movement penalty is removed while mounted. The steed has 1000 health and +20% bullet and spirit resist, but you can still get hit while mounted. Duration: 20. Cooldown: 160.
1- +20 spirit power and +60% slow resist while active.
2- +1 Hell to Pay change while mounted. Steed copies your casts of Lost Soul for 50% damage or 100% self-healing. +3m Damnation radius while mounted.
5- +400 Steed HP, this bonus scales with spirit. -40 Cooldown. Duration does not decay while out of combat.
Bound with what were recognized as primitive binding wards, each and every one etched with the many names of the God of Abraham and his servants, the unmarked stone held the remains of a man once known as Eliphas Francois, his personal effects, and the lingering ancient magics he once commanded for over 600 years. Given the nature of the magics sensed within, the bonds of unknown origin, and what few surviving scraps of Middle Ages documentation, a narrative formed of an unremarkable Knight falling to heresy in secret and framing his masters for his crimes, either out of necessity or spite. In no time at all, the historical and occult communities were whipped into a frenzy and Eliphas had become a household name overnight.
A mainstay of Musée de Cluny, the collection of all things Eliphas became a profit machine, generating billions of Francs over the decades in both ticket sales and “generous grants” to the museum to allow it to take many an international tour. Despite concerns of Ixian Hexologists that any movement of the slab would risk damaging the age-stricken, unrepairable wards and potentially release a man they believed was not fully dead due to what little was understood of Baphomeic magics, the dead crusader saw more of the world in death than he did in life. These fears were validated at its latest visit to the American Museum of Natural History, when the growing influence of The Patrons began to change the flow of spiritual energy in the air. The smallest crack in the bindings letting in the faintest scent of magic was enough to awaken the Revenant. On the night he was to be sent back to France, mere days before the second Maelstrom, Eliphas shattered his stone prison in an instant and claimed the souls of the museum staff just as quickly. Thousands of years of human history went up in flames that night as the NYPD’s best magisters were powerless before magics unseen on Earth or Ixia in centuries and with a ferocity the even Eliphas was shocked at. Liberated from a half millennium of confinement and intrigued by the new potencies of his infernal master’s gifts, he makes his way to The Paton to finally claim the dominion he sought long ago.
Stats:
HP: 785
Regen: 3
Spirit Resist: -20%
Move Speed: 6.5mps
Sprint Speed: 2mps
Stamina: 2
Light Melee: 50
Heavy Melee: 116
Gun: Eternal Dragon: Hell magic Sword and Shield with several mechanics.
M1 swings the sword to fire 6 fireballs in a fixed horizontal pattern, consuming 6 ammo per shot; if ammo is lower than 6, the fireballs closest to the crosshair are prioritized. The sword swing is identical to a quick melee and hitting a single enemy with both the swing and every fireball deals an extra 15 spirit damage. The swing CAN be parried.
M2 raises the shield, reducing your movement speed by 70%, but grants +50% bullet resist and a 25% chance to reflect bullets, so long as they hit the shield. These effects are always active on the Shield's hit box and will still take effect while alt fire is not being used, i.e. while it's on your back. While shielding, your M1 changes, after a 1 second delay, the dragon emblem on the shield comes to life and breathes fire in a short-range cone, rapidly consuming ammo. Can jump and dash while shielding, but you do not gain a speed boost and can never slide. Activating the shield shares Parry’s Cooldown. Can't parry while shield is up.
Unique slide attack shoots a vertical pillar of flame that pierces and the swing counts as a heavy melee. Cannot slide in Shield mode.
Ammo: 60.
Reload Time: 2.2.
Sword Mode:
Fire rate: 1.26
Damage per bullet: 11.3
Bullet Velocity: 43.4mps
Bullet width: 1m
Shield Mode:
Fire Rate: 20.
Damage per bullet: 5.96
Max Range: 32.1m
Bullet width: 5m
Slide Attack:
Fire Rate: 1
Damage per Bullet: 81.36
Bullet Velocity: 43.4mps
Width: 2m
Height: 5m
1- Lost Soul: Fire a flaming skull that 60 spirit damage. If the skull travels for more than 30 meters, it homes on the nearest hero and gains +25% velocity, an additional 40 damage, and stuns for 1.25 seconds. Visually indicated by the skull gaining a blue flame. Can be alt cast to consume the skull instead, healing you for 100. Cooldown: 24. Charges: 1. Charge Cooldown: 5. Skull velocity: 32mps. Homing acquisition range: 60m.
1- +0.5 stun duration. Restore 1 stamina when self-cast
2- -10 Cooldown. +15% skull velocity.
5- If the target is stunned, dashing in their direction instantly teleports you to them. Max teleport range: 80m.
2- Damnation: After a 0.75 second wind-up, slam your shield into the ground, creating a hellfire zone. Direct shield hit deals 80 melee damage, slam deals 30 spirit damage, and the hellfire zone deals 12 spirit damage per second. Enemies in hellfire cannot use movement abilities or items. Duration: 6. Radius: 6. Cooldown: 60.
1- Hellfire damage and snare effect lingers for 3 seconds after leaving.
2- -22 Cooldown. Hellfire also slows by 50%.
5- +3m radius. Lost Souls that pass over hellfire are instantly empowered.
3- Hell to Pay: When stunned, retaliate with a 40 spirit damage explosion and remove the stun after a 0.5 second delay, then gain +30% fire rate, +50% melee damage, and remove shield attacks wind-up for 4 seconds. Can be activated manually, but this reduces the damage and buffs by half. Does not stack with itself. Cooldown: 18. Charges: 1. Charge Cooldown: 5. Radius: 4m
1- +2s buff duration and also grants +30% melee lifesteal.
2- All negative effects are removed on activation. Heal 80 HP if activated by a stun.
5- +1 charge. -6 Cooldown. Charge cooldown reduced to 1.
4- Horseman of the Apocalypse: After a 3 second channel, summon and mount a hellfire steed, increasing speed by +7.8, gaining +3 max stamina, and increasing melee range by 50%. Shield movement penalty is removed while mounted. The steed has 1000 health and +20% bullet and spirit resist, but you can still get hit while mounted. Duration: 20. Cooldown: 160.
1- +20 spirit power and +60% slow resist while active.
2- +1 Hell to Pay change while mounted. Steed copies your casts of Lost Soul for 50% damage or 100% self-healing. +3m Damnation radius while mounted.
5- +400 Steed HP, this bonus scales with spirit. -40 Cooldown. Duration does not decay while out of combat.