Extra Alumni Information
Relic weapon holders under the Alumni tree follow the regular ranking system in terms of name until post High Mage. However, purchasing ranks for Alumni cost more than normal mages. The scale for this is shown below. Unlike other trees, you cannot have a secondary tree if you choose Alumni. Only one person may be in possession of a singular weapon at a time, meaning if all weapons are taken, an Alumni has to die in order to make room for another. All weapons are returned to their original spot on campus upon the death of a wielder. It should be noted that an inactive Alumni will have their character executed by their guardian for failing to adequately use their weapon on a regular basis. (This means that if you don’t post within a period of time, your character will die and the weapon will be available again. PM Primum if you will not be able to post and this will be avoided.)
The two main forces behind an Alumni are their relic weapons and the power of negation. The relic weapons themselves come with two powers called Tier 1 and Tier 2. The Tier 1 power of a weapon is unlocked at Paige, while the Tier 2 of a weapon is unlocked at Grand Alumnus. These weapons are indestructible and cannot be picked up or otherwise utilized by any mage besides their wielder. They have a cutting power that scales according to your rank.
Negation is the ability to cancel the spells created by other mages through antimagic mana. There are two forms of negation that are unlocked by Alumni.
Basic Magic Cancellation is unlocked at Paige. Alumni may only cancel spells that are equal to or lower than their rank. In order to negate a spell, they must expend the same amount of mana used to create it. An Alumni also has to be aware of the spell and have the intention to cancel it in order for negation to be activated. Antimagic must have purpose when used.
Example: Even if an Alumni has a field which extends out in all directions, that field will not negate an attack coming at their back which they were unaware of. It will pass straight through the antimagic completely unaffected.
The only way to cancel a spell using Basic Magic Cancellation is to touch it, whether that be with their body or their relic weapon that acts as an extension from themselves. Passive spells such as auras, effects of potions and artifacts or buff/debuffs require extended physical contact to cancel.
Additionally, Mana Manipulation antimagic upgrade spells can be purchased at the rank of Expert Mage. These can be pitched and bought with slots or with points.
Example: A mage fires a fireball. The Alumni slaps it with his sword, entirely dismissing the spell and any intended effects of the spell.
Example: A mage casts a speed boosting spell on themselves. An Alumni approaches them, and places their hand upon the mage for 1-2 posts depending on the strength of the spell.
Example: Upon reaching Expert Mage an Alumni acquires an upgraded Mana Spark (or any other Mana Manipulation spell), allowing them to infuse it with antimagic!
If an Alumni is within the effects of an AOE, they can negate the effects of a the spell as it touches them through their body or their weapon, but they cannot negate the spell as a whole. (Continued/channeling negation causes continued drain on Alumni mana pool.)
The second form of negation, Advanced Magic Cancellation, is unlocked at Alumnus. Advanced Mana Cancellation is effectively the ability to pitch unique antimagic spells with powerful secondary effects. This could range from increasing the potency of negation to the point of reducing future spells' power, destroying mana in the target mage's mana pool, or even altering a spell's intended effects!
Upon reaching the rank of Mage, an Alumni can unlock a relic gear which is any physical object which increases the power of your weapon, adds a new feature, or otherwise coordinates with your weapon. These are acquired by challenging the guardian spirit that lives within the weapon. Upon challenging the guardian, it will manifest before the Alumni. If defeated in combat, it will yield a relic gear available for use. The toughness scales with your rank. The power of your gear also scales with rank. In total, a gear can have up to three abilities. One is unlocked at Mage, a second at Expert Mage, and a third at Grand Alumnus. It is recommended that the fight is not done until Expert Mage. (Note that if destroyed you will have to pitch and pay for a new gear.)
As an Alumni ranks up, their Relic Weapon's power will increase. The following represents what materials/materials with equal durability a Relic Weapon may pierce at any specific rank:
(NOTE: THIS SCALE IS THE GENERAL META FOR ALL MAGES, NOT JUST ALUMNI)
The two main forces behind an Alumni are their relic weapons and the power of negation. The relic weapons themselves come with two powers called Tier 1 and Tier 2. The Tier 1 power of a weapon is unlocked at Paige, while the Tier 2 of a weapon is unlocked at Grand Alumnus. These weapons are indestructible and cannot be picked up or otherwise utilized by any mage besides their wielder. They have a cutting power that scales according to your rank.
Negation is the ability to cancel the spells created by other mages through antimagic mana. There are two forms of negation that are unlocked by Alumni.
Basic Magic Cancellation is unlocked at Paige. Alumni may only cancel spells that are equal to or lower than their rank. In order to negate a spell, they must expend the same amount of mana used to create it. An Alumni also has to be aware of the spell and have the intention to cancel it in order for negation to be activated. Antimagic must have purpose when used.
Example: Even if an Alumni has a field which extends out in all directions, that field will not negate an attack coming at their back which they were unaware of. It will pass straight through the antimagic completely unaffected.
The only way to cancel a spell using Basic Magic Cancellation is to touch it, whether that be with their body or their relic weapon that acts as an extension from themselves. Passive spells such as auras, effects of potions and artifacts or buff/debuffs require extended physical contact to cancel.
Additionally, Mana Manipulation antimagic upgrade spells can be purchased at the rank of Expert Mage. These can be pitched and bought with slots or with points.
Example: A mage fires a fireball. The Alumni slaps it with his sword, entirely dismissing the spell and any intended effects of the spell.
Example: A mage casts a speed boosting spell on themselves. An Alumni approaches them, and places their hand upon the mage for 1-2 posts depending on the strength of the spell.
Example: Upon reaching Expert Mage an Alumni acquires an upgraded Mana Spark (or any other Mana Manipulation spell), allowing them to infuse it with antimagic!
If an Alumni is within the effects of an AOE, they can negate the effects of a the spell as it touches them through their body or their weapon, but they cannot negate the spell as a whole. (Continued/channeling negation causes continued drain on Alumni mana pool.)
The second form of negation, Advanced Magic Cancellation, is unlocked at Alumnus. Advanced Mana Cancellation is effectively the ability to pitch unique antimagic spells with powerful secondary effects. This could range from increasing the potency of negation to the point of reducing future spells' power, destroying mana in the target mage's mana pool, or even altering a spell's intended effects!
Upon reaching the rank of Mage, an Alumni can unlock a relic gear which is any physical object which increases the power of your weapon, adds a new feature, or otherwise coordinates with your weapon. These are acquired by challenging the guardian spirit that lives within the weapon. Upon challenging the guardian, it will manifest before the Alumni. If defeated in combat, it will yield a relic gear available for use. The toughness scales with your rank. The power of your gear also scales with rank. In total, a gear can have up to three abilities. One is unlocked at Mage, a second at Expert Mage, and a third at Grand Alumnus. It is recommended that the fight is not done until Expert Mage. (Note that if destroyed you will have to pitch and pay for a new gear.)
As an Alumni ranks up, their Relic Weapon's power will increase. The following represents what materials/materials with equal durability a Relic Weapon may pierce at any specific rank:
(NOTE: THIS SCALE IS THE GENERAL META FOR ALL MAGES, NOT JUST ALUMNI)
(0)Paige: Tin
(50)Apprentice: Lead
(100)Beginner Mage: Aluminum
(150)Mage: Iron (You can now fight to own a Relic Gear. up to 3 free spells.)
(200)Adept Mage: Steel
(300)Expert Mage: Cobalt (You are now able to convert Mana Manipulation spells into antimagic by upgrading them. up to 2 free spells.)
(500)High Mage: Titanium
(1500)Alumnus: Tungsten (You have gained access to Advanced Magic Cancellation. up to 5 free spells.)
(2500)Grand Alumnus: Diamond (You have gained access to your Relic Weapon's Tier 2 Ability. up to 3 free spells.)
(50)Apprentice: Lead
(100)Beginner Mage: Aluminum
(150)Mage: Iron (You can now fight to own a Relic Gear. up to 3 free spells.)
(200)Adept Mage: Steel
(300)Expert Mage: Cobalt (You are now able to convert Mana Manipulation spells into antimagic by upgrading them. up to 2 free spells.)
(500)High Mage: Titanium
(1500)Alumnus: Tungsten (You have gained access to Advanced Magic Cancellation. up to 5 free spells.)
(2500)Grand Alumnus: Diamond (You have gained access to your Relic Weapon's Tier 2 Ability. up to 3 free spells.)
List Of Relic Weapons
(Owned by: Hunter O'Connor)
Excalibur: A double-edged broadsword, usually wielded with two hands. With a blade of about four feet long and one foot wide, it is truly a monster. Excalibur leeches the life and strength from its victims, healing the wielder's wounds and rejuvenating their stamina with each strike landed upon an opponent's flesh. (This effect can heal no more than minor wounds. Mortal wounds and loss of body parts are completely unaffected.) Each strike also grants an additional x1 to each physical stat, including mental processing time and reaction speed. (After landing a strike at base, increases speed, strength, reaction speed, etc to x2, then x3, etc.) (A strike is simply defined as contact with the enemy or their gear; clashing of weapons or against armor will be considered a strike, but striking inanimate objects outside the control of the Alumni’s current enemies will not.) This effect caps out at x5, and may not exceed your current rank’s maximum buff. Found within the Exile's Cave, driven into a stone at the back of the cave. Only the Alumni who chooses this weapon will be able to touch it without having their essence drained. (Only when impaled within the wall.)
Tier 2 Ability: Once Excalibur's wielder reaches the rank of Grand Alumnus, the blade will reveal another useful ability. The wielder may coat themselves in an ethereal plate armor, which does not in any way restrict the wearer's movement or impair their speed. This armor has a hardness level equal to that of Excalibur's cutting power. In addition, the wearer also gains an ethereal set of wings with the same toughness! These can be used to fly at fair speeds (roughly x8 human speed, capping off at 1x10), or to fire a volley of high velocity feather projectiles. These projectiles are diamond toughness and pierce materials of equal or lower toughness. These can be effectively used within a fifty foot radius, after which the feathers will slow, traveling another fifty feet at reduced velocity before dispersing.
(Owned by: Rah'Ziael)
Gungnir: An eight foot long spear (two foot long blade). Described as the spear which pierces the heavens, Gungnir boasts the ability to pass through any non-indestructible barrier, physical or magical, up to three ranks above the wielder’s current rank. (Note that this says barrier. One has to actively be using an actual barrier, such as a shield, armor, or wall for this to work. Gungnir cannot simply pass through any material you decide to deem a barrier.) Upon reaching diamond piercing and scaling beyond the spear will passively be able to pierce an extra layer per rank after diamond. Found in a forge within the Smith's Lodge, impaled into the stonework masterpiece. Only the Alumni who chooses this weapon will be able to pull it free.
Tier 2 Ability: Upon reaching Grand Alumnus Gungnir will become more attuned to the wielder, allowing access to not only its incredible offensive capabilities, but also an incredibly powerful defense. The wielder may extend one arm, creating a humming shield of golden light for a brief moment. The shield takes the shape of a perfect circle anywhere from 3-10ft in diameter. This shield, like the Relic Weapons, is entirely indestructible! This shield may absorb any amount of abuse, but can't be projected for much longer than 5 seconds or so, at which point it will disappear and require a post of cooldown before it may be conjured again.
(Owned by: Chippy)
Ragnarok: Easily the most cumbersome of all the Relic Weapons, Ragnarok resembles a scythe used to harvest crops. With a blade of around six feet in length, it would require a truly odd specimen to wield such a thing. When swung, Ragnarok projects a large slash of energy forward, rending physical objects it touches. (This projectile may only destroy objects of tin hardness or less at Paige, and travels 15 feet before dispersing. This will scale as rank increases; range increases by 5 feet per rank after Paige.) Found within the Free Lands, sticking out of the ground like a metal scarecrow. The Alumni who chooses this weapon will find that the blade will unearth itself for them.
Tier 2 Ability: After reaching Grand Alumnus, the wielder of Ragnarok will find they are able to focus the same energy that creates the slash projections into the scythe blade. When swung in this state, the blade will tear through all realities and dimensions at once. Mana pool, soul, and any other energies or substances in the way of this slash (that the blade can cut, of course) will be damaged, even if they currently exist in another plane of reality. In addition, the energy slash will still be released and may now be redirected once after firing, allowing the user to curve its trajectory even after launching the attack. (I.E.: Stepping into another dimension will not stop being injured by this attack. Anything that occupies the same location, even if on another plane, will be damaged.)
(Owned by: Malaya Romero)
Jarngreipr: A gauntlet which stretches from fingertips to elbow, sporting a small blade similar to an ice skating blade along the outer edge of the forearm. This gauntlet can be worn on either arm and still maintain this shape consistently, somehow. The fingertips seem to be just as sharp as the bladed edge. The wearer will notice that if they focus and feed mana into the gauntlet it will convert the mana into an electrical charge, which can be released as a straight bolt of lightning that travels for 20 feet before ending; increases range by 5 feet per rank. This pierces/damages materials equal to or weaker than the weapon’s cutting power. This gauntlet can be found within a building in Kre’Nath, which appears to be noticeable only to the Alumni who chooses the weapon.
Tier 2 Ability: By massively revving up the gauntlet’s mana consumption, the wearer may produce a hostile field of electrical energy 20 feet in radius. Whips of devastating lightning will rip out from the gauntlet, arcing towards anything which enters the field’s influence. Additionally, those caught within the field upon activation will be unable to cast spells during their next post.
(Owned by: Roran Devlin)
Masamune: A traditional katana with a blade measuring two feet in length. Masamune is said to be the cursed blade, sapping the mana from its wielder to make itself more powerful. Once enough of its wielder's mana has been sapped (Roughly 20% of total mana pool), Masamune may release an aura of horrible darkness which envelops the blade entirely. The wielder's physical strength, speed, and senses will be doubled while under this effect, and the blade itself will be able to cut through materials previously too hard to cut. (Raises power level by one.) A minor amount of mana must be expended each turn to upkeep this effect. Found behind a false wall in the Grand Archives. Only the Alumni who chooses this weapon will be able to free it from the hands of a statue within.
Tier 2 Ability: Along with the glory of achieving the rank of Grand Alumnus, the owner of Masamune will also find it has permanently coated itself in the demonic aura at no expense of its owner. The wielder may now actively expend mana to increase their physical attributes and senses by x9, capping out at x12. In addition, the wielder may move in a straight line at x15 speed for up to 30ft once per post.
(Owned by: Jax Lycus)
Vajra: An incredibly ornate bow, which seems to change size from a standard bow to a greatbow depending on the user's preference (One time only upon receiving the weapon.) The outside edge of the bow is tapered to a sharp edge, allowing it to be used as a light, if not cumbersome melee weapon. Vajra doesn't seem to require arrows- whenever one knocks an arrow into it, the arrow will simply snap in half. When the string is drawn without an arrow, a pure energy-based projectile will form, ready to release as a normal arrow would. Each arrow has a maximum range of 50 feet, which increases by 10 feet for every rank beyond Paige. Found entangled within seemingly indestructible branches and brambles along a grass knoll in the Campus Grounds. The Alumni who chooses this weapon will find the entanglement will shy away from their touch, allowing Vajra to be taken.
Tier 2 Ability: The wielder of Vajra may cause its arrows to detonate remotely, destroying anything within a twenty foot radius that the arrow could normally pierce, including any magic within the explosion radius. Unlocked at Grand Alumnus.
(Owned by: Rivet Gollard)
Sharur: A small, one handed mace, two feet in length. Whenever Sharur strikes a magical defense it is unable to destroy, it becomes stronger against that type of mana. Sharur will be considered one rank higher than normal when striking that type of magic, and this effect can stack up to three times. Only one mana type can be utilized at a time, meaning the stack will reset upon striking anything else. For unique mana types such as Archmage trees, this will not count against the two original trees that are being combined. Found at the bottom of the White Water Basin. Only the Alumni who have chosen this weapon will be able to swim in the lake while carrying it, while others will sink and drown.
Tier 2 Ability: The wielder may expand Sharur’s size, turning it into a two handed, six foot weapon of colossal dimensions. If three stacks against a particular type of magic have been obtained, the user may slam Sharur into the ground, creating a massive, thirty foot radius around them where all constructs and projectiles of that magic typing are shattered into fragments of solid matter and sent raining towards their owners. This will fully remove the stacking effect and require it to be regained before this can be done again.
(Owned by: Wicca Masterson)
Carnwennan: A pair of daggers which measure out to one foot in length each, handles included. When wielding at least one of Carnwennan's blades, the user becomes veiled in a thick cloud of darkness (This cloud appears directly around their person, and really only helps with blending into pre-existing shadows), and their movements become utterly silent. Attempts to recognize the wielder with sensory spells lower than their rank will fail. Found within the Ancestors Rest, wedged into the chest of an ancient corpse. Only the Alumni who chooses this weapon will be able to free it from the corpse's rib cage.
Tier 2 Ability: Once the wielder of Carnwennan reaches the rank of Grand Alumnus, they will be able to reverse their last five seconds of movement at any time. This has a recharge rate of two posts. (Use this once, you recharge for your next two posts. This does not consume mana, but may only move you backwards a reasonable amount. I.E.: You move forward ten feet, then reverse that ten feet and end up in your original position. This effect is instant, like teleportation.)
(Owned by: N/A)
Aegis: A round shield which changes size depending on the size of the user (Only once upon receiving the shield.) It will always be large enough to hide the wielder’s entire torso behind. The edges of this shield are bladed. By expending a fair amount of mana while wielding this shield, one’s body will temporarily become entirely rigid and immovable! However, you are not indestructible. Blunt force channeled into the body through the shield while in this state will not hurt the wielder. Found within the Bathhouse, its reflective inside being used as a mirror. Only the Alumni who chooses it will be able to remove it from the wall.
Tier 2 Ability: By expending an even larger amount of mana, the wielder may now deflect attacks which strike the shield! These attacks return to the attacker with double the normal power and speed. (This has a cool down time of one full post, and costs 1.5x the mana spent if deflecting a spell. Unfortunately attacks with an intended effect on contact will still activate on contact, but the wielder will be protected from any damage.)
(Owned by: Elspeth Eimhir)
Snaga: A large, double bladed axe with a handle six feet in length. Each blade spans four feet in length, making the weapon eight feet tall total. Each blade has a width of two-and-a-half feet. However, the Alumni who chooses this weapon will find it is light as air, and very easy to use. Found within the Practice Chamber, atop a weapon rack which cannot be moved. Only the Alumni who chooses this weapon will be able to remove it.
Tier 2 Ability: After achieving the rank of Grand Alumnus, the Alumni who chooses this weapon will find that wounds inflicted by Snaga cannot be healed by either conventional means or magical means, or by any other means. These wounds do not seem to bleed, but rather radiate a searing pain which may only be relieved by sleeping IC in a comfortable environment. This effect costs a sizeable amount of mana, but only on a successful hit. The wielder has up to eight slots at their disposal; slashing a person and maintaining any number of cuts on their body takes up one slot. Dismembering any number of body parts on an individual and maintaining those injuries takes up two slots.
(Owned by: N/A)
Sheshnaag: A unique sword possessing a blade that splits off into four separate limbs near the base of the hilt. By default, each of these are about two and a half feet long and are very rigid, creating a slashing claw effect when performing basic attacks. Concentration and muscle memory allows the user to individually control these four blades as if they were an extension of their body, losing their inflexibility and becoming snakelike tendrils that can be mentally guided within a set range. Whenever a blade is swung or whipped in this form, it can “stretch”, growing to a maximum four feet in length depending on the force of the thrust or slash. While these can all be operated individually, it still requires conscious thought to control, and is not something that will immediately respond to instantaneous thought. As such, only basic movements and patterns can be achieved in combat. Found in the outskirts of Kre'Nath, beyond the city's walls and buried in the sand. When the Alumni who chooses this weapon approaches its location, a sandstorm will flare up around it, unearthing it from the ground and presenting itself to its new owner.
Tier 2 Ability: Practice and familiarity with the weapon has caused the blades to function far more smoothly. They can now be wrapped around each individual limb of the body, transforming the hilt of the weapon into a piece of armor that covers the lower to middle torso. In this form, the whips are much more reflexive and offer a greater deal of control, allowing the user to shoot them forwards in wide sweeping arcs, as well as tunnel into destructible materials or even be used as impromptu grappling hooks. The distance in which they can stretch is also increased to six feet, and will act as unfurling protection for whatever limb it's wrapped around prior to use.
(Owned by: N/A)
Ganjiang hé Mò Yé: Known as a “Meteor Hammer”, this weapon is composed of two large, roughly coconut sized iron balls connected by thick links of metal chain. The chain is about six feet long and can be wrapped around the body as either of the “hammers” are whipped or swung around. The rightmost hammer is smooth and spherical, and can be opened up mid flight to reveal a pronged spear trapped inside; this spear is about a foot long and will extend up to an additional foot out of the ball, piercing through weaker materials. The leftmost hammer -- tipped with thick spiky appendages -- can be activated to fire these objects outwards at a great deal of speed, coating a five foot area around the ball in a storm of needles equal to the weapons toughness rank for an entire post. It should be noted that unlike the weapon itself, these spikes can be destroyed, and will regrow after a rotation has passed. Found in White Water Basin, where part of its chain can be seen wrapped around a large log floating in the water. Only the Alumni who chooses this weapon may unwrap it from the decaying bark and pull it free from the depths.
TIer 2 Ability: The pronged spear now gains the ability to capture magic rather than simply destroy it. If a projectile or aoe spell of equal toughness ranking or below comes into contact with the spear, the ball may abruptly close once again, capturing some of this magic and transferring it to the weapon. When the spiked hammer is next used, its needles will turn into smaller variants of whatever projectile was captured, or simply emit a radius effect if the spell contained was an AoE. This also increases the radius of the spiked hammer to ten feet instead of five, but increases its cooldown to two rotations.
(Owned by: N/A)
Fenrir: A set of razor sharp teeth. The Alumni who chooses this weapon will find the teeth laid out carefully upon the skeleton of a dead wolf and be overwhelmed by an intense urge to consume them. The weapon replaces the teeth of the wearer with fangs, but it also creates a film over their innards, and expands within to create a sac - a second stomach of sorts. The film protects the Alumni's organs from poisonous or otherwise detrimental lingering effects of both magical and non-magical origin. Magic that comes in contact with Fenrir may be dismissed, but it may also be rendered inert and made safe for consumption - doing so will provide a small portion of the spell's mana cost as mana restoration to the user. The user's physical parameters will increase to x4, not stacking with any racial or magical effects.
Tier 2 Ability: When Fenrir's owner reaches the rank of Grand Alumnus, the weapon will evolve. The wielder will grow sets of claws along their fingers and toes, naturally set at an inch in length and extending up to six. These claws as well as their teeth may now tear through any material, even if unbreakable, save for other Relic Weapons. The user's nose also becomes sensitive to mana, able to sniff and detective active sources or traces of it in created objects. Their physical parameters increase to x7.
(Owned by: N/A)
Hermes: A set of talaria, or winged sandals. Worn on both feet, they offer comfort and speed at the cost of fashion. They seem to have been fashioned with sharp spikes along the straps, the heels, and the bottoms, though they don't seem to disrupt the wearer's walking in any way. They boost the movement speed of the wearer to x3 at base, raising to x6 over time if they remain in motion. (Increases by x1 each post; I.E. x3 first post, x4 after second post, x5 on third, etc..) Kicks delivered while wearing Hermes have a strength multiplier equal to their current movement speed multiplier. Hermes also allows its wearer to assimilate information on a creature by remaining within 50 feet of them, increasing by 10 feet at each rank after Paige. This information may include details such as mana types available to the creature, an understanding of its racial or otherwise innate effects/abilities, or hidden details about a spell or ability which has been previously displayed.
Tier 2 Ability: When Hermes' wearer reaches the rank of Grand Alumnus, the wings on the weapon will gain an idle flapping animation. The user will become capable of "running through the air" - flying quite freely by moving their legs, and capable of staying afloat while not in motion. The movement speed of the wearer increases to x6 at base, raising to x12 over time if they remain in motion. Kicks delivered while wearing Hermes now naturally create a devastating wind-force, dismissing magic within 3 feet of its attacks. Wearer may now telepathically deliver messages to those within their assimilation radius.
(Owned by: Marcus Sinclair - Wulfgang)
Daramulum: A large boomerang reaching five feet in length, which can also be used as a blunt club in melee situations. Regardless of the wielder's physical strength, they will find themselves able to throw Daramulum easily, sending it flying in an arced circuit that will intercept its target halfway through its trajectory before curving in the opposite direction to return to the owner's hand. Daramulum’s total forward range (not accounting for the distance of its arc) is twenty feet, and increases by ten feet for every rank the wielder is beyond paige. The direction and width of the arc is determined by the owner prior to throwing the weapon, and deals blunt damage equal to its current toughness. Whenever Daramulum makes contact with an enemy mage or their magic (only works against constructs, barriers, or physical projectiles) it will become honed, allowing the user a greater telekinetic control of the boomerangs flight path as it attempts to strike the caster or their constructs. This honing effect will remain until the weapon strikes another target or mana signature, but does not increase its forward range, meaning that the honing will be useless if its intended target is outside of that window. Found floating in the skies all over the Isles. Once an Alumni decides to covet this weapon, it will descend from the heavens, slamming into the ground directly in front of them.
Tier 2 Ability: The wielder gains the ability to expand Daramulum’s size, shifting it into a length suitable for them to stand atop it. It can now be ridden in the air, swirling around at speeds of x9 (cannot be stacked with other buffs) and a maximum altitude of 50 feet above ground. At any point, the wielder can jump off of Daramulum and shoot it like a projectile once more; its forward range is halved in this stage, but it also creates a gravitational pull, hauling objects within a ten foot radius towards it and reducing their speed by one stage. After firing Daramulum in its enlarged form, it will shrink back to normal, and this effect cannot be activated until a cooldown rotation has passed.
Excalibur: A double-edged broadsword, usually wielded with two hands. With a blade of about four feet long and one foot wide, it is truly a monster. Excalibur leeches the life and strength from its victims, healing the wielder's wounds and rejuvenating their stamina with each strike landed upon an opponent's flesh. (This effect can heal no more than minor wounds. Mortal wounds and loss of body parts are completely unaffected.) Each strike also grants an additional x1 to each physical stat, including mental processing time and reaction speed. (After landing a strike at base, increases speed, strength, reaction speed, etc to x2, then x3, etc.) (A strike is simply defined as contact with the enemy or their gear; clashing of weapons or against armor will be considered a strike, but striking inanimate objects outside the control of the Alumni’s current enemies will not.) This effect caps out at x5, and may not exceed your current rank’s maximum buff. Found within the Exile's Cave, driven into a stone at the back of the cave. Only the Alumni who chooses this weapon will be able to touch it without having their essence drained. (Only when impaled within the wall.)
Tier 2 Ability: Once Excalibur's wielder reaches the rank of Grand Alumnus, the blade will reveal another useful ability. The wielder may coat themselves in an ethereal plate armor, which does not in any way restrict the wearer's movement or impair their speed. This armor has a hardness level equal to that of Excalibur's cutting power. In addition, the wearer also gains an ethereal set of wings with the same toughness! These can be used to fly at fair speeds (roughly x8 human speed, capping off at 1x10), or to fire a volley of high velocity feather projectiles. These projectiles are diamond toughness and pierce materials of equal or lower toughness. These can be effectively used within a fifty foot radius, after which the feathers will slow, traveling another fifty feet at reduced velocity before dispersing.
(Owned by: Rah'Ziael)
Gungnir: An eight foot long spear (two foot long blade). Described as the spear which pierces the heavens, Gungnir boasts the ability to pass through any non-indestructible barrier, physical or magical, up to three ranks above the wielder’s current rank. (Note that this says barrier. One has to actively be using an actual barrier, such as a shield, armor, or wall for this to work. Gungnir cannot simply pass through any material you decide to deem a barrier.) Upon reaching diamond piercing and scaling beyond the spear will passively be able to pierce an extra layer per rank after diamond. Found in a forge within the Smith's Lodge, impaled into the stonework masterpiece. Only the Alumni who chooses this weapon will be able to pull it free.
Tier 2 Ability: Upon reaching Grand Alumnus Gungnir will become more attuned to the wielder, allowing access to not only its incredible offensive capabilities, but also an incredibly powerful defense. The wielder may extend one arm, creating a humming shield of golden light for a brief moment. The shield takes the shape of a perfect circle anywhere from 3-10ft in diameter. This shield, like the Relic Weapons, is entirely indestructible! This shield may absorb any amount of abuse, but can't be projected for much longer than 5 seconds or so, at which point it will disappear and require a post of cooldown before it may be conjured again.
(Owned by: Chippy)
Ragnarok: Easily the most cumbersome of all the Relic Weapons, Ragnarok resembles a scythe used to harvest crops. With a blade of around six feet in length, it would require a truly odd specimen to wield such a thing. When swung, Ragnarok projects a large slash of energy forward, rending physical objects it touches. (This projectile may only destroy objects of tin hardness or less at Paige, and travels 15 feet before dispersing. This will scale as rank increases; range increases by 5 feet per rank after Paige.) Found within the Free Lands, sticking out of the ground like a metal scarecrow. The Alumni who chooses this weapon will find that the blade will unearth itself for them.
Tier 2 Ability: After reaching Grand Alumnus, the wielder of Ragnarok will find they are able to focus the same energy that creates the slash projections into the scythe blade. When swung in this state, the blade will tear through all realities and dimensions at once. Mana pool, soul, and any other energies or substances in the way of this slash (that the blade can cut, of course) will be damaged, even if they currently exist in another plane of reality. In addition, the energy slash will still be released and may now be redirected once after firing, allowing the user to curve its trajectory even after launching the attack. (I.E.: Stepping into another dimension will not stop being injured by this attack. Anything that occupies the same location, even if on another plane, will be damaged.)
(Owned by: Malaya Romero)
Jarngreipr: A gauntlet which stretches from fingertips to elbow, sporting a small blade similar to an ice skating blade along the outer edge of the forearm. This gauntlet can be worn on either arm and still maintain this shape consistently, somehow. The fingertips seem to be just as sharp as the bladed edge. The wearer will notice that if they focus and feed mana into the gauntlet it will convert the mana into an electrical charge, which can be released as a straight bolt of lightning that travels for 20 feet before ending; increases range by 5 feet per rank. This pierces/damages materials equal to or weaker than the weapon’s cutting power. This gauntlet can be found within a building in Kre’Nath, which appears to be noticeable only to the Alumni who chooses the weapon.
Tier 2 Ability: By massively revving up the gauntlet’s mana consumption, the wearer may produce a hostile field of electrical energy 20 feet in radius. Whips of devastating lightning will rip out from the gauntlet, arcing towards anything which enters the field’s influence. Additionally, those caught within the field upon activation will be unable to cast spells during their next post.
(Owned by: Roran Devlin)
Masamune: A traditional katana with a blade measuring two feet in length. Masamune is said to be the cursed blade, sapping the mana from its wielder to make itself more powerful. Once enough of its wielder's mana has been sapped (Roughly 20% of total mana pool), Masamune may release an aura of horrible darkness which envelops the blade entirely. The wielder's physical strength, speed, and senses will be doubled while under this effect, and the blade itself will be able to cut through materials previously too hard to cut. (Raises power level by one.) A minor amount of mana must be expended each turn to upkeep this effect. Found behind a false wall in the Grand Archives. Only the Alumni who chooses this weapon will be able to free it from the hands of a statue within.
Tier 2 Ability: Along with the glory of achieving the rank of Grand Alumnus, the owner of Masamune will also find it has permanently coated itself in the demonic aura at no expense of its owner. The wielder may now actively expend mana to increase their physical attributes and senses by x9, capping out at x12. In addition, the wielder may move in a straight line at x15 speed for up to 30ft once per post.
(Owned by: Jax Lycus)
Vajra: An incredibly ornate bow, which seems to change size from a standard bow to a greatbow depending on the user's preference (One time only upon receiving the weapon.) The outside edge of the bow is tapered to a sharp edge, allowing it to be used as a light, if not cumbersome melee weapon. Vajra doesn't seem to require arrows- whenever one knocks an arrow into it, the arrow will simply snap in half. When the string is drawn without an arrow, a pure energy-based projectile will form, ready to release as a normal arrow would. Each arrow has a maximum range of 50 feet, which increases by 10 feet for every rank beyond Paige. Found entangled within seemingly indestructible branches and brambles along a grass knoll in the Campus Grounds. The Alumni who chooses this weapon will find the entanglement will shy away from their touch, allowing Vajra to be taken.
Tier 2 Ability: The wielder of Vajra may cause its arrows to detonate remotely, destroying anything within a twenty foot radius that the arrow could normally pierce, including any magic within the explosion radius. Unlocked at Grand Alumnus.
(Owned by: Rivet Gollard)
Sharur: A small, one handed mace, two feet in length. Whenever Sharur strikes a magical defense it is unable to destroy, it becomes stronger against that type of mana. Sharur will be considered one rank higher than normal when striking that type of magic, and this effect can stack up to three times. Only one mana type can be utilized at a time, meaning the stack will reset upon striking anything else. For unique mana types such as Archmage trees, this will not count against the two original trees that are being combined. Found at the bottom of the White Water Basin. Only the Alumni who have chosen this weapon will be able to swim in the lake while carrying it, while others will sink and drown.
Tier 2 Ability: The wielder may expand Sharur’s size, turning it into a two handed, six foot weapon of colossal dimensions. If three stacks against a particular type of magic have been obtained, the user may slam Sharur into the ground, creating a massive, thirty foot radius around them where all constructs and projectiles of that magic typing are shattered into fragments of solid matter and sent raining towards their owners. This will fully remove the stacking effect and require it to be regained before this can be done again.
(Owned by: Wicca Masterson)
Carnwennan: A pair of daggers which measure out to one foot in length each, handles included. When wielding at least one of Carnwennan's blades, the user becomes veiled in a thick cloud of darkness (This cloud appears directly around their person, and really only helps with blending into pre-existing shadows), and their movements become utterly silent. Attempts to recognize the wielder with sensory spells lower than their rank will fail. Found within the Ancestors Rest, wedged into the chest of an ancient corpse. Only the Alumni who chooses this weapon will be able to free it from the corpse's rib cage.
Tier 2 Ability: Once the wielder of Carnwennan reaches the rank of Grand Alumnus, they will be able to reverse their last five seconds of movement at any time. This has a recharge rate of two posts. (Use this once, you recharge for your next two posts. This does not consume mana, but may only move you backwards a reasonable amount. I.E.: You move forward ten feet, then reverse that ten feet and end up in your original position. This effect is instant, like teleportation.)
(Owned by: N/A)
Aegis: A round shield which changes size depending on the size of the user (Only once upon receiving the shield.) It will always be large enough to hide the wielder’s entire torso behind. The edges of this shield are bladed. By expending a fair amount of mana while wielding this shield, one’s body will temporarily become entirely rigid and immovable! However, you are not indestructible. Blunt force channeled into the body through the shield while in this state will not hurt the wielder. Found within the Bathhouse, its reflective inside being used as a mirror. Only the Alumni who chooses it will be able to remove it from the wall.
Tier 2 Ability: By expending an even larger amount of mana, the wielder may now deflect attacks which strike the shield! These attacks return to the attacker with double the normal power and speed. (This has a cool down time of one full post, and costs 1.5x the mana spent if deflecting a spell. Unfortunately attacks with an intended effect on contact will still activate on contact, but the wielder will be protected from any damage.)
(Owned by: Elspeth Eimhir)
Snaga: A large, double bladed axe with a handle six feet in length. Each blade spans four feet in length, making the weapon eight feet tall total. Each blade has a width of two-and-a-half feet. However, the Alumni who chooses this weapon will find it is light as air, and very easy to use. Found within the Practice Chamber, atop a weapon rack which cannot be moved. Only the Alumni who chooses this weapon will be able to remove it.
Tier 2 Ability: After achieving the rank of Grand Alumnus, the Alumni who chooses this weapon will find that wounds inflicted by Snaga cannot be healed by either conventional means or magical means, or by any other means. These wounds do not seem to bleed, but rather radiate a searing pain which may only be relieved by sleeping IC in a comfortable environment. This effect costs a sizeable amount of mana, but only on a successful hit. The wielder has up to eight slots at their disposal; slashing a person and maintaining any number of cuts on their body takes up one slot. Dismembering any number of body parts on an individual and maintaining those injuries takes up two slots.
(Owned by: N/A)
Sheshnaag: A unique sword possessing a blade that splits off into four separate limbs near the base of the hilt. By default, each of these are about two and a half feet long and are very rigid, creating a slashing claw effect when performing basic attacks. Concentration and muscle memory allows the user to individually control these four blades as if they were an extension of their body, losing their inflexibility and becoming snakelike tendrils that can be mentally guided within a set range. Whenever a blade is swung or whipped in this form, it can “stretch”, growing to a maximum four feet in length depending on the force of the thrust or slash. While these can all be operated individually, it still requires conscious thought to control, and is not something that will immediately respond to instantaneous thought. As such, only basic movements and patterns can be achieved in combat. Found in the outskirts of Kre'Nath, beyond the city's walls and buried in the sand. When the Alumni who chooses this weapon approaches its location, a sandstorm will flare up around it, unearthing it from the ground and presenting itself to its new owner.
Tier 2 Ability: Practice and familiarity with the weapon has caused the blades to function far more smoothly. They can now be wrapped around each individual limb of the body, transforming the hilt of the weapon into a piece of armor that covers the lower to middle torso. In this form, the whips are much more reflexive and offer a greater deal of control, allowing the user to shoot them forwards in wide sweeping arcs, as well as tunnel into destructible materials or even be used as impromptu grappling hooks. The distance in which they can stretch is also increased to six feet, and will act as unfurling protection for whatever limb it's wrapped around prior to use.
(Owned by: N/A)
Ganjiang hé Mò Yé: Known as a “Meteor Hammer”, this weapon is composed of two large, roughly coconut sized iron balls connected by thick links of metal chain. The chain is about six feet long and can be wrapped around the body as either of the “hammers” are whipped or swung around. The rightmost hammer is smooth and spherical, and can be opened up mid flight to reveal a pronged spear trapped inside; this spear is about a foot long and will extend up to an additional foot out of the ball, piercing through weaker materials. The leftmost hammer -- tipped with thick spiky appendages -- can be activated to fire these objects outwards at a great deal of speed, coating a five foot area around the ball in a storm of needles equal to the weapons toughness rank for an entire post. It should be noted that unlike the weapon itself, these spikes can be destroyed, and will regrow after a rotation has passed. Found in White Water Basin, where part of its chain can be seen wrapped around a large log floating in the water. Only the Alumni who chooses this weapon may unwrap it from the decaying bark and pull it free from the depths.
TIer 2 Ability: The pronged spear now gains the ability to capture magic rather than simply destroy it. If a projectile or aoe spell of equal toughness ranking or below comes into contact with the spear, the ball may abruptly close once again, capturing some of this magic and transferring it to the weapon. When the spiked hammer is next used, its needles will turn into smaller variants of whatever projectile was captured, or simply emit a radius effect if the spell contained was an AoE. This also increases the radius of the spiked hammer to ten feet instead of five, but increases its cooldown to two rotations.
(Owned by: N/A)
Fenrir: A set of razor sharp teeth. The Alumni who chooses this weapon will find the teeth laid out carefully upon the skeleton of a dead wolf and be overwhelmed by an intense urge to consume them. The weapon replaces the teeth of the wearer with fangs, but it also creates a film over their innards, and expands within to create a sac - a second stomach of sorts. The film protects the Alumni's organs from poisonous or otherwise detrimental lingering effects of both magical and non-magical origin. Magic that comes in contact with Fenrir may be dismissed, but it may also be rendered inert and made safe for consumption - doing so will provide a small portion of the spell's mana cost as mana restoration to the user. The user's physical parameters will increase to x4, not stacking with any racial or magical effects.
Tier 2 Ability: When Fenrir's owner reaches the rank of Grand Alumnus, the weapon will evolve. The wielder will grow sets of claws along their fingers and toes, naturally set at an inch in length and extending up to six. These claws as well as their teeth may now tear through any material, even if unbreakable, save for other Relic Weapons. The user's nose also becomes sensitive to mana, able to sniff and detective active sources or traces of it in created objects. Their physical parameters increase to x7.
(Owned by: N/A)
Hermes: A set of talaria, or winged sandals. Worn on both feet, they offer comfort and speed at the cost of fashion. They seem to have been fashioned with sharp spikes along the straps, the heels, and the bottoms, though they don't seem to disrupt the wearer's walking in any way. They boost the movement speed of the wearer to x3 at base, raising to x6 over time if they remain in motion. (Increases by x1 each post; I.E. x3 first post, x4 after second post, x5 on third, etc..) Kicks delivered while wearing Hermes have a strength multiplier equal to their current movement speed multiplier. Hermes also allows its wearer to assimilate information on a creature by remaining within 50 feet of them, increasing by 10 feet at each rank after Paige. This information may include details such as mana types available to the creature, an understanding of its racial or otherwise innate effects/abilities, or hidden details about a spell or ability which has been previously displayed.
Tier 2 Ability: When Hermes' wearer reaches the rank of Grand Alumnus, the wings on the weapon will gain an idle flapping animation. The user will become capable of "running through the air" - flying quite freely by moving their legs, and capable of staying afloat while not in motion. The movement speed of the wearer increases to x6 at base, raising to x12 over time if they remain in motion. Kicks delivered while wearing Hermes now naturally create a devastating wind-force, dismissing magic within 3 feet of its attacks. Wearer may now telepathically deliver messages to those within their assimilation radius.
(Owned by: Marcus Sinclair - Wulfgang)
Daramulum: A large boomerang reaching five feet in length, which can also be used as a blunt club in melee situations. Regardless of the wielder's physical strength, they will find themselves able to throw Daramulum easily, sending it flying in an arced circuit that will intercept its target halfway through its trajectory before curving in the opposite direction to return to the owner's hand. Daramulum’s total forward range (not accounting for the distance of its arc) is twenty feet, and increases by ten feet for every rank the wielder is beyond paige. The direction and width of the arc is determined by the owner prior to throwing the weapon, and deals blunt damage equal to its current toughness. Whenever Daramulum makes contact with an enemy mage or their magic (only works against constructs, barriers, or physical projectiles) it will become honed, allowing the user a greater telekinetic control of the boomerangs flight path as it attempts to strike the caster or their constructs. This honing effect will remain until the weapon strikes another target or mana signature, but does not increase its forward range, meaning that the honing will be useless if its intended target is outside of that window. Found floating in the skies all over the Isles. Once an Alumni decides to covet this weapon, it will descend from the heavens, slamming into the ground directly in front of them.
Tier 2 Ability: The wielder gains the ability to expand Daramulum’s size, shifting it into a length suitable for them to stand atop it. It can now be ridden in the air, swirling around at speeds of x9 (cannot be stacked with other buffs) and a maximum altitude of 50 feet above ground. At any point, the wielder can jump off of Daramulum and shoot it like a projectile once more; its forward range is halved in this stage, but it also creates a gravitational pull, hauling objects within a ten foot radius towards it and reducing their speed by one stage. After firing Daramulum in its enlarged form, it will shrink back to normal, and this effect cannot be activated until a cooldown rotation has passed.