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Knight Updates

    A magical fluctuation rippled through the universe, resonating and reverberating through each individual piece of the Code. Thankfully, their protectors managed to come together and stabilize the oddity before any damage could be done–and because of their heroics, the Knight faction has grown stronger! They have unlocked Cosmic Resonance–the ability to shift their weapon into an alternate form as well as unlock a secondary magic pool. Additionally, they have expanded their magic pool and now have more magic to draw from. More information can be found below!

    Knight Updates: Weapons and Magic (Cosmic Resonance)

      After stabilizing the Code, Knights have expanded their weapon and magic capabilities! Each individual Code piece has now been stabilized and can better calibrate with its Knight Guardian and the Wonder it is tied to. As a result of this restored power, Knights can now will their weapons to shift between one of two forms and can tap into a secondary magic pool.

      Any Knight who participated in the event is eligible to unlock these abilities immediately upon reaching third stage, but any new Knights or Knights that did not participate in the plot must fulfill additional requirements. These can be permanently found in the Knight Questing Thread but are also listed below. Knights who participated in the event will use the modified form that was posted in the event thread. If a character is not yet third stage, players must wait until they have posted the character for growth before they send in a PM, but participation in the event at any rank allows a character to unlock with reduced requirements.

      Knight players who did not participate in the event will need to fill out this form and send to The Space Cauldron to unlock more abilities! While Knights who did not participate in the event will need to have done five RPs or Solos on their Wonder as well as five battles once they reach Knight stage, the reduced requirements allow Knights who participated to unlock after only three RPs or Solos on their Wonder and three battles once they have reached Knight stage.

      Quote:
      Unlocking Cosmic Resonance

        Once a Knight has reached third stage and is properly in tune with their Wonder, they can improve weapon and magic mastery by attuning with their Code Piece. By completing some OOC RP Requirements and a small IC plot, they can unlock an alternate weapon form and an additional magic pool that allows them to use a totally different Knight magic or temporarily transform their weapon into a lethal weapon.

        Restrictions: This Quest can only be completed by third stage Knights; players must PM The Space Cauldron with information as outlined below before pursuing this plot.

        To Complete this Quest:

        • Your character must be at least a third stage Knight.
        • Your character must have at least five completed solos or roleplays that take place on their Wonder. These should showcase your character bonding with their Wonder or becoming closer with it in some way. This might include working to restore it, having past life memories related to the culture or history of the Wonder/speaking to their ancestor, completing rituals or trials, or any other meaningful experience. Your character must have located the Code piece on their Wonder. These roleplays can be done at any point during your Knight’s development and you can use roleplays from any growth stage.
        • Your character must have five battles once they’ve reached third stage to show them improving or becoming proficient with their weapon and magic.
        • The player must PM The Space Cauldron to indicate that they would like their Knight to unlock additional forms or magic. Players can use the following form:

          [b]Knight Journal[/b]: [url=???]Character’s Name[/url]
          [b]RP Links[/b]: (Please include links to five completed solos or roleplays that take place on the character’s Wonder and showcase your character bonding with their Wonder or becoming closer with it in some way. These RPs can take place at any rank. Please also link to five completed battle RPs that have taken place since your character has reached third stage; this should showcase them improving or becoming more proficient with their weapons and magic)

          [b]Current Weapon[/b]: (Please include the description of their current weapon)
          [b]Current Magic[/b]: (Please include the description of their current magic)

          [b]Alternate Weapon Form[/b]: (This is an alternate form your weapon can take. It can be similar or completely different from their current approved weapon but it must follow Knight rules. It must be a timeless artifact and it must not be lethal. Your Knight will only have one item but they can shift it from its original form to its alternate form. This will become easier with practice and eventually they will be able to seamlessly shift the form. Knights can channel their magic from either form.)

          [b]Secondary Magic[/b] : (This is an alternate magic pool your Knight will be able to tap into. Knights can access this magic [i]or[/i] their original magic regardless of what weapon form they have, and using one magic will not deplete the pool of the other magic. Players have two options for this: 1) create an alternate magic that follows standard Knight rules and reflects their power themes or 2) their weapon will shift into a lethal weapon. This magical weapon should be timeless and cannot be a firearm or weapon that requires any ammunition (bullets, pellets, arrows, etc.) but it can be sharp enough or bladed to do lethal damage. The lethal weapon should be similar to at least one of their non-lethal weapon forms and should be considered a temporary lethal enhancement. Other characters cannot wield a Knight’s lethal weapon, as they must be holding it to channel the magic. This magic pool will typically be 45 seconds and players can channel it by turning it on and off.)

          [b]Plot[/b]: (To unlock this ability ICly, your character must visit the Code piece on their Wonder. [color=red]They may have noticed some anomalies when summoning their magic, such as shortened cast time, weakened or distorted magical effects, or feeling incredibly drained afterwards. Their weapon may be incredibly draining to summon, or may appear warped or malformed, or extremely fragile. The weapon and magic should never do lethal damage but this is designed to be short term story flair.[/color] These effects are not required; a character may simply just feel a strong pull to their Wonder. Upon convening with the Code, they will feel the urge to present their weapon, at which point in time the Code piece will envelop it in a warm light, allowing the Knight to tap into their new abilities. Upon request, the Code [i]can[/i] speak to them to answer questions, so please include what conversation you are hoping for so we can guide the Code’s dialogue for you! The staff can either RP this out with a player or offer prewritten dialogue for a solo. While characters may instinctively know how to tap into their new magic or shift their weapon form, it will still require practice to become proficient)

        • If a player is unsatisfied with their Alternate Weapon form or magic, it can be revised at a later date, but it may require a small plot if anything is already ICly in use. If players want to unlock a secondary magic but not an alternate weapon form, or vice versa, they can do this. Please just include this in your form when you submit. If you choose to only unlock one or the other and later want to unlock more, please PM in this form again again and include all presently unlocked abilities.

      Magic Pools

        Additionally, this update will separate magic pools; rather than Knights having a single magic pool for all of their magic, they will now be able to tap into up to three different magic pools. At first, Squires and above will be able to use only their original base magic pool, but once they unlock their Summon they will now be able to access a different magic pool to fuel their summon. Once they complete the quest to unlock a secondary magic pool, their secondary magic will have a pool of its own. The new summon magic pool is now 45 seconds, and the secondary magic pool is expected to be 45 seconds as well but may differ slightly based on the magic submitted. A Knight’s summon can be channeled at the same time as their original magic and their secondary magic, but original magic and secondary magic cannot be channeled at the same time. This change affects all Knights, whether they participated in the event or not!

    Because of the above update, the following information has also been updated:

      Royal Knights Information:

          Quote:
        • A second manifestation of magic has been unlocked, meaning that Royal Knights can use their previous Knight magic or their Royal Knight magic. Royal Knight magic has a second channeling pool that typically lasts between forty five seconds and a minute depending on abilities; abilities at this stage are more powerful than a third stage Knight would be permitted. Once they deplete their magic pool, they cannot recast their Royal Knight magic They can cast their normal Knight magic. Because these exist in two different magic pools, a Royal Knight and Knight could reasonably use both attacks in battle, however the Royal Knight magic must be approved before use in RP.

        • Has been updated to:

          Quote:
        • A second manifestation of magic has been unlocked, meaning that Royal Knights can use their previous Knight magic or their Royal Knight magic. Royal Knight magic has a second channeling pool that typically lasts between forty five seconds and a minute depending on abilities; abilities at this stage are more powerful than a third stage Knight would be permitted. Once they deplete their magic pool, they cannot recast their Royal Knight magic They can cast their normal Knight magic. Because these exist in two different magic pools, a Royal Knight and Knight could reasonably use both attacks in battle, however the Royal Knight magic must be approved before use in RP. This magic is different than the secondary magic pool that can be unlocked by completing the Cosmic Resonance quest. If a Royal Knight has completed the quest, they will be eligible to have three magic manifestations, all with different magic pools, as well as a fourth magic pool for their summon.

      Knight Aspects Information:

          Quote:
          To channel magic, the Knight needs to touch their Signet Ring and focus briefly on the call of their Planetary Allegiance. While Aspects can be summoned in battle, they cannot use both their Aspect and their Wonder’s channeled magic at once. If they try to tap into their Magic Pool, their Aspect will automatically go inactive.

          Has been updated to:

          Quote:
          To channel magic, the Knight needs to touch their Signet Ring and focus briefly on the call of their Planetary Allegiance. Aspects can be summoned in battle, and can be used when a Knight is channeling from other magic pools as well. However, an Aspect's abilities will drain twice as fast if used at the same time as other magic is channeled. This includes magic from their base magic pool, their Summon's magic pool, or their secondary magic pool (if the Knight has completed the Cosmic Resonance quest to unlock it). If a character is channeling a Summon and magic from another magic pool, the Aspect will still only drain twice as fast; it does not compound when using both.

      Knight Summons Information:

          Quote:
          For the Summons to manifest physically, the Knight must tap into their Magic Pool; this means that they must choose whether or not to have their Summons manifest or channel their magic. While they can channel both at once, it means that their magic pool depletes twice as fast. However, when summoned, the Summons will automatically add +10 seconds to the Knight’s available channeling time.

          Has been updated to:

          Quote:
          For the Summon to manifest physically, the Knight must tap into their Summon-specific Magic Pool. This magic pool is separate from their natural magic pool, or any secondary magic pool they have unlocked by completing the Cosmic Resonance quest. A summon’s magic pool lasts for 45 seconds and channeling can be turned on and off at will. Knights can channel their Summon in tandem with either their primary or secondary magic; because the Summon utilizes its own Magic Pool, it will not deplete any differently if the character is also channeling either their primary or secondary magic as well.

          Summons will no longer get a +10 second duration to the Knight’s standard magic pool but will instead utilize their own magic pool!

      The Knight FAQ has been added the following bullet:

          Quote:
        • What is Cosmic Resonance?

            Cosmic Resonance is a Knight specific quest that allows Knights to unlock an alternate form for their weapon and a new magic with an additional magic pool. Only third stage Knights who have met the requirements listed there are eligible to unlock these features. By completing the quest, Knights can unlock a secondary form their weapon as well as a secondary magic pool. Knights can only ever have one weapon at a time, so this ability only allows them to shift their weapon between up to two approved forms. The secondary Knight magic is a separate pool of magic and can either be written as a traditional Knight magic pool or it can allow the Knight to temporarily transform their weapon into a lethal weapon.

Bishoujo-senshi Mahou-shoujo

Thank you for this update to knights! heart

Tipsy Codger

yes, THANK YOU for the Knight updates! heart they are so awesome!

Kawaii Prophet

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Squire Sigiriya, you're just in time for some exciting news!

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Sailor Antozonite, Corrupt Senshi of Opossums - make sure you remind them it's trashCAN, not trashcan't!

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Wanted my bby to be a knight! I gotta get them more rp

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