Here are some weapons that both Tahlpaz and Tahlia use when in battle. Each of them were crafted by the Artificers themselves and some weapons even change what role the Artificer plays in team comps. So far it's only the shield.
Magipistol – One of many Artificer starting weapons. A pistol that uses magic/mana to fire rounds with an elemental tip. Magipistols can be revolvers or flintlocks. The decision to change from traditional firearms to magical guns was due to the fact that dragon scales were too hard to be pierced by traditional metal rounds and Kobold scales were hard enough to not be pierced deep enough. With elemental rounds, there is no bullet wound and one can damage dragons and Kobolds without having to penetrate their tough scales and the round's effectiveness is like that of a Magic Missile spell. Also, elemental rounds are more versatile and effective at dealing with certain monsters like light element rounds against a shadow creature for example. There are certain rounds that have a casing that breaks on impact, dealing no damage but can afflict a foe with a certain status effect or debuff.
Since Magipistols run on magic/mana, they can be silenced, rendering them useless until the magic silence spell wears off or is dispelled. Most large settlements in this realm have a large magi-pistol silencing spell around them and even some small places have the spell as well to maintain order with harsh punishment for those that try to dispel it without proper authorization. The artificers' holster they wear on their hip silences the Magipistol so that no misfire happens and recharges the mana if they don't feel like using their own to recharge it.
Tahlpaz's and Tahlia's Magipistol is a swing out double action revolver named Clockwork. What makes Clockwork different is that, through magic, it has the ability to change the chamber from a six round to a three round one allowing the Artificers to fire more powerful specialty rounds of an element or status affliction. The Magipistol shown above is Tahlpaz's and shows the left and right side of it. For Tahlia's, reverse the two sides since she holds it with her right hand whereas Tahlpaz with his left. They don't dual wield Magipistols unless they snag the other's and that doesn't happen very often unless they have to fight each other.
Electro Gear Shield and Energy Wrench Gladius – A “sword” and shield combo. When pulled out of the shield by Tahlpaz or Tahlia, the wrench functions like any other adjustable wrench and can be used as a blunt weapon but it's no ordinary wrench. At Tahlpaz or Tahlia's command, whoever of the two is wielding it, the wrench can activate and emit a glowing blue energy blade becoming a short sword or a 'gladius' as they call it or deactivate it and be a normal wrench. The Artificers can infuse the energy blade with electrical energy if they are charged. If the wrench is out of the shield, the shield is just like any normal shield but if the wrench is slotted in, the wrench is locked and the shield has the ability to zap foes that strike it because the wrench serves as the battery for it and recharges while inside the shield. In electrical shield mode, the Artificer takes on the Defender role in teams. They perform the role by taunting a foe to attack them instead of other teammates and shielding themselves and they have a lot of taunts with some guaranteed to piss a foe off. They even have taunts for the other should they battle each other. When the foe takes electrical damage from the shield, the shield also gives the wielder a small jolt. This jolt is used to charge the Artificer so they can infuse their energy weapons with electricity or charge a weapon. They also use their speed to protect an ally in need, shielding both of them. With their increased Defense and shielding abilities, they can take many hits and soften up enemies with the shield's electrical counterattack so that their teammates can dish out damage to foes and knock them out.
Pipe Wrench Energy Sword – A special pipe wrench that functions like normal and can deal more blunt damage than the regular adjustable wrench. Like the Wrench Gladius, the Artificer can activate the pipe wrench and make it emit a large blue energy blade or deactivate it. This energy blade can also be infused with electrical energy. The pipe wrench can be used with the shield instead of the wrench gladius so that the regular wrench can be slotted in the shield to give it its electrical capabilities.
One thing of note is that the Artificers can recall their weapons to them using the gloves they wear either through magnetism or mana magnetism. Through Gearshift, they can change weapons. Also, the energy blades are equivalent to steel blades but are just the magical variant of it.
In combat, the Artificers normally use the shield with the energy gladius slotted in to make it electrical and either the Magipistol for ranged attacks or the pipe wrench for close combat. If the pipe wrench is knocked out or put away, they can pull out the wrench and make it an energy gladius. If the shield is somehow removed from the equation, then they still have the pipe wrench and Magipistol and are a sub-DPS for teams but it's much more better to be a Defender to tank hits and protect the team... until more weapons are crafted.
Magipistol – One of many Artificer starting weapons. A pistol that uses magic/mana to fire rounds with an elemental tip. Magipistols can be revolvers or flintlocks. The decision to change from traditional firearms to magical guns was due to the fact that dragon scales were too hard to be pierced by traditional metal rounds and Kobold scales were hard enough to not be pierced deep enough. With elemental rounds, there is no bullet wound and one can damage dragons and Kobolds without having to penetrate their tough scales and the round's effectiveness is like that of a Magic Missile spell. Also, elemental rounds are more versatile and effective at dealing with certain monsters like light element rounds against a shadow creature for example. There are certain rounds that have a casing that breaks on impact, dealing no damage but can afflict a foe with a certain status effect or debuff.
Since Magipistols run on magic/mana, they can be silenced, rendering them useless until the magic silence spell wears off or is dispelled. Most large settlements in this realm have a large magi-pistol silencing spell around them and even some small places have the spell as well to maintain order with harsh punishment for those that try to dispel it without proper authorization. The artificers' holster they wear on their hip silences the Magipistol so that no misfire happens and recharges the mana if they don't feel like using their own to recharge it.
Tahlpaz's and Tahlia's Magipistol is a swing out double action revolver named Clockwork. What makes Clockwork different is that, through magic, it has the ability to change the chamber from a six round to a three round one allowing the Artificers to fire more powerful specialty rounds of an element or status affliction. The Magipistol shown above is Tahlpaz's and shows the left and right side of it. For Tahlia's, reverse the two sides since she holds it with her right hand whereas Tahlpaz with his left. They don't dual wield Magipistols unless they snag the other's and that doesn't happen very often unless they have to fight each other.
Electro Gear Shield and Energy Wrench Gladius – A “sword” and shield combo. When pulled out of the shield by Tahlpaz or Tahlia, the wrench functions like any other adjustable wrench and can be used as a blunt weapon but it's no ordinary wrench. At Tahlpaz or Tahlia's command, whoever of the two is wielding it, the wrench can activate and emit a glowing blue energy blade becoming a short sword or a 'gladius' as they call it or deactivate it and be a normal wrench. The Artificers can infuse the energy blade with electrical energy if they are charged. If the wrench is out of the shield, the shield is just like any normal shield but if the wrench is slotted in, the wrench is locked and the shield has the ability to zap foes that strike it because the wrench serves as the battery for it and recharges while inside the shield. In electrical shield mode, the Artificer takes on the Defender role in teams. They perform the role by taunting a foe to attack them instead of other teammates and shielding themselves and they have a lot of taunts with some guaranteed to piss a foe off. They even have taunts for the other should they battle each other. When the foe takes electrical damage from the shield, the shield also gives the wielder a small jolt. This jolt is used to charge the Artificer so they can infuse their energy weapons with electricity or charge a weapon. They also use their speed to protect an ally in need, shielding both of them. With their increased Defense and shielding abilities, they can take many hits and soften up enemies with the shield's electrical counterattack so that their teammates can dish out damage to foes and knock them out.
Pipe Wrench Energy Sword – A special pipe wrench that functions like normal and can deal more blunt damage than the regular adjustable wrench. Like the Wrench Gladius, the Artificer can activate the pipe wrench and make it emit a large blue energy blade or deactivate it. This energy blade can also be infused with electrical energy. The pipe wrench can be used with the shield instead of the wrench gladius so that the regular wrench can be slotted in the shield to give it its electrical capabilities.
One thing of note is that the Artificers can recall their weapons to them using the gloves they wear either through magnetism or mana magnetism. Through Gearshift, they can change weapons. Also, the energy blades are equivalent to steel blades but are just the magical variant of it.
In combat, the Artificers normally use the shield with the energy gladius slotted in to make it electrical and either the Magipistol for ranged attacks or the pipe wrench for close combat. If the pipe wrench is knocked out or put away, they can pull out the wrench and make it an energy gladius. If the shield is somehow removed from the equation, then they still have the pipe wrench and Magipistol and are a sub-DPS for teams but it's much more better to be a Defender to tank hits and protect the team... until more weapons are crafted.
Category Artwork (Digital) / All
Species Unspecified / Any
Size 1919 x 1919px
File Size 2.92 MB
Thanks! The shield is, pun not intended, specifically geared for Tahlpaz and Tahlia. I wanted to do a sequence of events with the shield so that if things go according to plan, it runs like a 'machine': Taunt, block and zap, jolt, use the charge to slightly recharge or infuse a weapon, and repeat. Also, it's happened where a non electric Kobold thief stole their shield, used it against them, and even taunted them too so the jolt to the shield's wielder is a countermeasure to make thieves think twice... unless they are resistant to electricity like the Artificers are. Then the Artificers have to hope that the glove's magnetism is stronger or resort to mana magnetism to retrieve it but that uses mana. They normally don't let allies touch the shield but if they have to lend it to a teammate, they remove the wrench so it can be a normal shield. As for the pipe wrench sword, I, too, like the design and might do a greatsword version of it with it being symmetrical but that's further down on the list if it's even done.
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