Dark Strike {V2}
Dark Strike Version 2, or the revision of the original Dark Strike skill transforms the entire payload and technique to maximize and combine the use of a teleportive aura, acceleration aura, and spacial warping aura all around the user. Instead of warping behind the enemy, the wielder of this skill invokes a powerful aura that launches them into the air, accelerates them at the speed of line, and aligns spacial coordinates all at the same time, while infusing the primary weapons with non-elemental energy. The wielder basically strikes the foe at the speed of light in a multitude of straight line angles that shift successively just after the next strike, for an average total of about 4, with the final strike causing the wielder to come back to normal space just above the target for a strong downward impact. This makes the skill unavoidable no matter what the consequences are, but for the wielder, this is a very difficult spell to master, let alone understand as each transfer requires a full and instant understanding of enter/exit coordinates.
Predecessor Spells: Dark Strike V1 + (Matter Transference)
Evolutionary Forms: Dark Strike V3
Evolutionary Forms: Dark Strike V3
Effect
Attack Form: Dimensional Teleportive Strikes
Attack Type: Magical or Blunt Damage
Glyphring: False
Attack Type: Magical or Blunt Damage
Glyphring: False
Manifestation
Seeing this skill in action is a sight for sore eyes. Most spectators only get to see warping white lines of magic, each of which always make contact with the target. But because these lights are evanescent in speed, nobody gets to see the enacting wielder strike the opponent. For the invoking wielder, the very start of the skill requires a running start towards the opponent, at a sprinting speed at least. Once the skill invocation begins, the wielder enters a warped kind of space, their body stretched as they are accelerated to the speed of light from their white glowing aura, while the weapon is also infused with an additional damaging aura. The enter/exit coordinates are needed for each iteration of matter transference. Upon impact, much of the damage is done by the assistant kinetic force from the speed being carried over into each hit. The wielder makes a close-pass to the target so that there is not a direct impact, while the weapon draws near enough for an impact. As soon as the end of the range of light is reached, the wielder warps once again keeping the same aura active, remaining as a solid white line stretching through both ends of the Siriean dome. For each iteration, the target is hit each time for a total of three times. On the fourth and final strike, the wielder exits this node while carrying half of their previous momentum from high above the air downward directly to the target. The final strike doesn't hit at the speed of light, but the angle and added force is still enough to cause a critical hit to the opponent, should the weapon hit.
Because the final hit doesn't happen as fast, the opponent can dodge it should their lasting pain not control their current actions. And while MP usage would go up, the wielder can warp around for more than three total hits; the actual number not being limited particularly. However, this white aura can fail if focus on the total method of payload is disrupted. For the wielder, their reaction speed is improved to increase the success rate of making this successful. For any other observer, they only get to see flashing white lines of light cutting into the opponent before the final aerial impact, all of which happens quickly.
Source
Personal MP
Average MP usage: 29%
Average MP usage: 29%
Discovery
The second version of Dark Strike is an unofficial ability, meaning it does not yet exist in the most recently published editions of the magical spell books for the top mages. While this ability requires an enormous amount of unwavering concentration all the way through, there isn't any particular constraint preventing other wielders from learning this difficult spell. However, as far as most in Sprawn Valley know, Jane Venn was the first person to demonstrate this power and its full advantages.
Related Element
Magical or Blunt Damage
Effect Duration
Total payload shifts happen in 3 seconds, but each strike interrupts the target wielder from the sheer force of each impact.
Effect Casting Time
Nearly Instant
Range
150 Meters
Level
Average Power Level: 9
Applied Restriction
Generation Glyphrings will not be useful for this skill, as the lines of focus required for every iteration of this skill become too disrupted just prior to the use. A wielder must use their primary weapon with the damaging aura.
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