METAL VESSELS
The djinn are lifeforms created from the Rukh that retained the memories and personalities of certain people from the different races of Alma Torran. They rule over Dungeons and are able to change the level of their Dungeon's difficulty. They sleep deep inside their dungeon, until a lone candidate proves themselves worthy by discovering the chamber and overcoming the tests laid out by the djinn. The djinn, in the end, is a pure power that a King uses for better or for worse.
STAGES
Upon obtaining a Metal Vessel, you will NOT have full control over its power. Just like in the series, you must train to unlock further abilities. Each tier provides their own perks and has it's own requirements:
- SQUIRE: Being a Squire is the first stage a king candidate must go through in their metal vessel training.
- You must be at least C-Tier.
- This stage requires no initial training.
- There is a household member limit of 1 total.
- You may only create up to 2 abilities that revolve around the djinn's magic that are C-Tier or lower.
- You are able to access the Sealed Metal Vessel form.
- KNIGHT: Being a Knight is the second stage a king candidate must go through in their metal vessel training.
- You must be at least B-Tier.
- This stage requires 2,000 words worth of training.
- There is a household member limit of 3 total.
- You may only create up to 4 abilities that revolve around the djinn's magic that are B-Tier or lower.
- You are able to access up to the Weapon Equip form. ( Magicians: You are not able to use any abilities created for your primary in this form. )
- KING: Being a King is the final stage a king candidate must go through in their metal vessel training.
- You must be at least A-Tier.
- This stage requires 3,000 words worth of training.
- There is a household member limit of 5 total.
- You may only create up to 7 abilities that revolve around the djinn's magic that are A-Tier or lower and 1 Extreme Magic ability.
- You are able to access up to the Djinn Equip form. ( Magicians: You are not able to use any abilities created for your primary in this form. )
FORMS
A king candidate will gradually have access to three different forms for their metal vessel based upon the stage they are at. The forms are as follows:
- SEALED METAL VESSEL: This form requires the user to be at least a Squire. This form does not alter the physical appearance of the Metal Vessel. It may be wielded like any other item / weapon with the added power of the djinn within.
- It deals C-Tier ability damage.
- It adds B-Tier item durability on top of the base.
- It does not have any sustain requirements.
- WEAPON EQUIP: This form requires the user to be at least a Knight. This form alters the physical appearance of the Metal Vessel to appear like a weapon. It may be wielded like any other item / weapon with the added power of the djinn within.
- It deals B-Tier ability damage.
- It adds A-Tier item durability on top of the base.
- It requires 10 magoi to activate and 5 magoi to sustain and has a cooldown of 6 posts. ( Magician: It requires 20 magoi to activate and 10 magoi to sustain and has a cooldown of 6 posts. )
- It gains the ability to utilize magoi absorption.
- It gains a unique passive effect that is generally created by the staff member who ran the dungeon or other staff members.
- It must resemble a legitimate weapon regardless if the metal vessel is one or not.
- DJINN EQUIP: This form requires the user to be at least a King. This final form transforms the user into a unique form akin to the djinn and includes a weapon equip that may be wielded like any other item / weapon with the added power of the djinn within.
- The weapon deals A-Tier ability damage.
- It adds Ω-Tier item durability on top of the base.
- It requires 20 magoi to activate and 10 magoi to sustain and has a cooldown of 8 posts. ( Magician: It requires 40 magoi to activate and 20 magoi to sustain and has a cooldown of 8 posts. )
- It gains the ability to utilize magoi absorption.
- It gains a unique passive effect that is generally created by the staff member who ran the dungeon or other staff members.
- The user gains access to register 1 extreme magic ability.
- The user may use A-Tier flight magic.
- The weapon must resemble a legitimate weapon regardless if the metal vessel is one or not.
- The equip must have semblance to the magic to theme of the dungeon. Various aspects may change such as clothing, physical features, and complexion. They all have a third eye that is present on their forehead.
MAGIC ABSORPTION
Using either the Djinn Weapon Equip or Full Djinn Equip forms, a King Candidate is able to absorb surrounding instances of their Djinn's theme/magic. Absorption works in a the following ways:
- The user may only absorb the natural resources of a given area that pertains to the theme and / or magic of their Djinn. However, you may not absorb the "idea" of the theme/magic. (ie. absorbing "holiness" if your theme/magic is "holy".) The natural resource must be physical/tangible.
- The user may absorb an ability of the same theme and / or magic which will nullify the ability in the process. However, you may not absorb your own abilities or the after effects generated by your abilities. (ie. a fire magic ability that causes a massive wildfire.)
- The user must be within 10 meters of the ability/resource in order to absorb successfully and every successful absorption restores 50 magoi to the user.
- If the djinn's magic is a combination of multiple magic types, they may absorb each of the types the magic consists of for reduced gain. Instead of gaining the full amount, they will only gain 25 magoi.
- The user may only absorb twice within a single thread unless a logical amount of time has passed within the same thread. (ie. absorb twice one day, rest/sleep, absorb twice another day.) However, in between each absorption, you must wait 5 posts.
GENERAL INFORMATION
- Anything related to djinn must be submitted in the appropriate registration area located here.
- All abilities created for the metal vessel cost half the magoi it would originally for the tier. The exception for this is magicians who must pay full cost for abilties.
- Abilities do not have to be trained, they are rewarded with vessel training
- An individual character is allowed to own up to 2 metal vessels. You may not use more than one djinn at the same time. (ie. you may use djinn x's abilities and/or forms in one post. then, place x's abilities and/or forms on cool down. then, use djinn y's abilities and/or forms etc.)
- If you are in full equip you will be unable to use magic tools or weapons as the equip covers it.
- If you own a metal vessel, you may not obtain a dark metal vessel (unless your character is BLACK RUKH) or a household vessel.
- If the king candidate is not touching their metal vessel, they are unable to use their djinn. If an ability and/or form is active before the user loses touch of the metal vessel, then the ability and/or form is put on cool down.
- A player may currently have up to two NPC's as a household vessel which will automatically become a plot npc of their tier. Requires the same amount of threads together in order to rank up.
- When a metal vessel breaks completely, the djinn must be transferred to another metal object. The new metal vessel must be of deep personal value to the king candidate by having at least 10 threads using and/or referencing the object or it can be made deeply personal through a 5,000 word training thread.