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User:Schwarzweissrot/testingstuff

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|-|Primary Weapons=

  • Scattergun
    • Standard primary. Ammo loaded per clip: 6. Ammo carried in total: 36.
Gallery

|-|Secondary Weapons=

|-|Melee Weapons=

|-|Halloween=

Shadow Leap
Ipsum instantarium
  • Regular Magic Spell No. 1 - Shadow Leap
    • Fires a dark smoke-like ball that teleports the spell-caster to wherever it lands when it comes in contact with a surface. Also heals the user for 30 health on use (in Scout's case, it would heal him for 24% of his total health). The projectile arcs under gravity. Hitting an enemy player will deal 10 damage (in Scout's case 8%). Scout can utilize this spell twice.

Fireball

Caputus crepitus
  • Regular Magic Spell No. 2 - Fireball
    • Shoots a ball of fire that sets enemies on fire in a large radius. Not affected by gravity, similar to rockets except they cannot be reflected by a compression blast. The attack deals 100 damage and aditionally sets the target on fire for 5 seconds. If the target does not find a way to put the fire out, and is as durable as Scout is, it would die from the afterburn effect. Scout can utilize this spell twice.

Blast Jump

Amplus tripudio
  • Regular Spell No. 3 - Blast Jump
    • Propels the spell-caster into the air, high enough that falling damage will result. Can be used in the air. Will also heal the user for 25 health and deal 4-12 damage to nearby opponents in a small radius on use. Scout can utilize this spell twice.

Overheal

Barpo kabalto
  • Regular Magic Spell No. 4 - Overheal
    • Übercharges the spell-caster and all allies within 275 hammerunits (equal to 5.236 meters) and quickly refills their health up to an overhealed amount of up to twice their maximum health. The uber lasts for 1 second and healing lasts for 3 seconds. Also pushes back enemies from the user. Scout can utilize this spell once.

Swarm of Bats

Deus invictus
  • Regular Magic Spell No. 5 - Swarm of Bats
    • Shoots a glowing ball that quickly falls in a steep arch, exploding in a small radius upon impact. Enemies hit will be assaulted by bats, causing them to fly into the air and bleed. The attack deals 40 damage and targets bleed for 3 seconds. Scout can utilize this spell twice.

Pumpkin MIRV

Pactum diabolus
  • Regular Magic Spell No. 6
    • Throws a bomb that produces a ring of small team-colored pumpkin bombs once it hits something; if it hits a player, it immediately explodes. The pumpkin bombs produced will only explode and deal damage when shot by the spell-caster's team; if they are shot by the other team, they simply disappear. Note that these pumpkins can also cause damage to the spell-caster or any teammate that detonates them. Pumpkins bombs that did not explode disappear after 40 seconds. Scout can utilize this spell once.

Stealth

Barpo invisium
  • Regular Magic Spell No. 7 - Stealth
    • Temporarily cloaks the spell-caster for 8 seconds. The spell-caster is unable to push the cart, capture, or block capture while under the effects of the spell. The caster is fully able to attack, but attacking immediately breaks the spell. The spell also heals the user for 40 health on use. Scout can utilize this spell once.
Summon Monoculus
Invokum MONOCULUS
  • Rare Magic Spell No. 1 - Summon MONOCULUS
    • Fires a skull at the area. Upon impact, summons a ghostly team-colored MONOCULUS (smaller than the normal MONOCULUS) that floats upwards a fixed height and attacks enemies. Should both teams summon a MONOCULUS, they will attack each other when there are no players of the opposite team to attack. Unlike the real MONOCULUS, the one created by this spell will not move.

Summon Skeletons

Mortis animataris
  • Rare Magic Spell No. 2 - Summon Skeletons
    • Fires a skull at the area. Upon impact, explodes into several team-colored Skeletons which begin to attack enemies. If not destroyed, skeletons suicide after 30 seconds have passed.

Ball O' Lightning

Imputum fulumenus
  • Rare Magic Spell No. 3 - Ball O' Lightning
    • Fires a wave of electricity that continuously deals 20 damage to enemies it touches and sucks them in. It will vanish after a certain amount of time or if it directly hits a large obstacle.

Meteor Shower

Seismela tremoro
  • Rare Magic Spell No. 4 - Meteor Shower
    • Fires a fire ball. Upon impact, summons several meteors above the targeted area, which does 100 damage continuously to enemies in a range about 1.5 times the size of a capture point.

Power Up

Paidum celeris
  • Rare Magic Spell No. 5 - Power Up
    • Causes the spell-caster to shrink and gain a big head. Results in the spell-caster becoming more difficult to hit, gaining a significant boost to their movement, attack, and reload speed, taking greatly increased knockback, and having unlimited jumping capacity. Also heals the user for 100 health on use. If the caster is on a slope or near a structure or prop when this spell runs out, they can suffer a crush death.
Soul Gargoyle
  • Collects the souls of those who die at the hands of its user.
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