Dynastal Insurrection

"To those who delve within the ancient times, and to those who are worthy to withstand the test of time, a weapon lies upon to those who outlived its iterations from the past and adapted to the presence of close quarter combat."
== /// SUMMARY ==
The is a level-locked, combo-based melee superweapon bought from the shop. If the user is Level 50 or above, it becomes unlocked at Wave 27 and costs $50,000. consists of two longswords, Efficiency, up to 20 summonable blades, Embodiment, Vengeance, a combo system, and the ability to play Casket of Star by Demetori during boss preparation.
== /// MECHANICS ==
The has a variety of moves and systems with different usages and advantages. Utilizing each move and system will allow the player and their team to perform better overall. The following mechanics integrated into the weapon are as follows:
=== // COMBO FEVER ===
When using this weapon, hitting an enemy will initiate COMBO FEVER. The more the player keeps attacking enemies, the longer the combo lasts. Keeping the combo going will net the player several 10% benefits, such as:
* Lessened damage spread for every move in the weapon's arsenal.
* Increased STAMINA, VENGEANCE, and EMBODIMENT gain from killing enemies.
* Decreased STAMINA, VENGEANCE, and EMBODIMENT drain from attacks and VIGILANTUM.
COMBO FEVER is dropped upon not attacking for a short amount of time. While staying Airborne increases COMBO FEVER by a small amount, this increase is removed upon touching the ground again.
The different levels of COMBO FEVER the user can have are as follows:
* DOPE! - x25 Combo
* CRAZY! - x50 Combo
* BLAST! - x75 Combo
* ALRIGHT! - x100 Combo
* SWEET! - x200 Combo
* SHOWTIME!! - x350 Combo
* STYLISH!!! - x500 combo
=== // VENGEANCE ===
The VENGEANCE bar is the energy needed to cast most special moves for the weapon. The player can gain VENGEANCE by killing or damaging enemies and will start to drain at a rate of 10% per second if the player has not damaged an enemy for five (5) seconds.
=== // EMBODIMENT ===
The EMBODIMENT bar will increase the 's power depending on how much the player has, being shown as a outline around the users VENGANCE. The player can gain EMBODIMENT by killing or damaging enemies and will start to drain at a rate of 10% per second if the player has not damaged an enemy for five (5) seconds. 
=== // EFFICENCY ===
The EFFICIENCY bar is a staleness meter that affects all the moveset's damage, lifesteal, contribution, and resource management. EFFICENCY forces the player to use variety of the 's moveset.
=== // STAMINA ===
The STAMINA bar is used to maintain many moves with the , being played below the VENGANCE & EMBODIMENT bar. The STAMINA bar will be used once a move has been used or is being used. The player can gain stamina after defeating enemies and passively at a rate of 20% per second while it is not actively in use.
=== // LIFESTEAL ===
The on-hit has a 75% chance to restore 1.5% of the player's maximum HP.
=== // KNOCKBACK IMMUNITY ===
When holding the , players will have 100% knockback immunity from all sources of knockback. 
=== // DAMAGE MULTIPLIERS ===
==== / UNIT CLASS ====
* Aerial: [x1.50]
* Spirit: [x5.00]
* Boss, MiniBoss, : [x0.75]
====/ BOSSES====
*Insert Tool Noob: [x0.20]
*Crazy Robloxian, Extremis: [x0.40]
*Giant Armored Noob: [x0.50]
*Aerial Nightmare, NX-1024: [x1.25]
*N.D.B.D Captain: [x0.30]
==/// MOVESET==
PASSIVE 	PASSIVE
ABILITY & VISUAL 	STATS & STRATEGY
JUMP COOLDOWN BYPASS	
The user can continuously jump without a cooldown while holding the weapon. The weapon must be equipped in order for this to work.
LOCK ON 	
The user can lock on to enemies: pressing the [SHIFT] + [F] keys at the same time will automatically target the closest enemy. Pressing [F] once will target the enemy closer to the cursor. The enemy has to be in sight for Lock On to work.
ABILITIES 	ABILITIES
ABILITY & VISUAL	STATS & STRATEGY
VIGILANTUM 	VIGILANTUM is a toggleable form the player can be activated by pressing [Z] while having at least 25% EMBODIMENT; during this form, the player will gain constant HP regeneration, increased damage, the ability to survive lethal damage, increased critical chance, and an enhanced moveset. 
This move has a cooldown of 2.9-24.9 seconds based on the duration the user has used the form. 
During this form, the player will constantly drain EMBODIMENT and cannot gain EMBODIMENT through damaging enemies; however, killing enemies will restore some EMBODIMENT.
MOBILITY 	MOBILITY
NAME & VISUAL	STATS & STRATEGY
AFTERIMAGE 	Pressing [CTRL] will cause the player to blink forward to the mouse location with a range of 250 stud, if lock-on it'll blink to the locked enemy, using 20 STAMINA.
Cooldown of 0.4-1.2 seconds, increases by 0.1 seconds each time used consecutively while airborne.
*VIGILANTUM EFFECT: Cooldown reduced to 0.1-0.5 seconds, now increases by 0.05 each time consecutively used whilst airborne.
LEAP 	Pressing [SHIFT + SPACE], the player will jump forward at high speeds; this move uses some STAMINA and can be cancelled via other moves. 
* The time taken before another LEAP can be performed is enough to recharge the STAMINA used in the initial LEAP.
ATTACKS 	ATTACKS
NAME & VISUAL 	STATS & STRATEGY
BLADERUNNER 	Upon using the BLADERUNNER by holding [SHIFT + LMB] on the ground, the player will start building up insane speed while swinging their swords accordingly while they dash. Enemies will take AoE (Area of Effect) damage within the range, with continuous stamina drain. The BLADERUNNER will end if the player lets go, runs out of stamina, or when the player stops. During this move, the player cannot jump.
Cooldown of 0.5-2.3 seconds based on duration used.
*This ability needs VENGEANCE and STAMINA for it to be used. In addition, this move provides less contribution rate and fewer resources upon killing enemies.
*VIGILANTUM EFFECT: The time it takes the player to speed up is reduced.
**Cooldown reduced to 0.5-1.1 seconds based off duration used.
RAZORBLADE 	Holding [LMB + R] will spin horizontally, dealing rapid AoE (Area of Effect) damage to enemies at the cost of constant stamina drain. If the player is airborne, RAZORBLADE will extend their ability to stay in the air depending on how long they were in the air and increase the player's lifesteal. The RAZORBLADE will end if the player lets go, runs out of stamina, or when the player stops. During this move, the player cannot jump. This move will replace AERIAL RAVE if it is currently on cooldown, allowing the user to use it airborne. 
Cooldown of 0.4-2.3 seconds, increases by 0.4 seconds each time it is performed consecutively while airborne
*This move requires VENGEANCE and STAMINA to be used. Drains STAMINA at 20% per second.
*VIGILANTUM EFFECT: Attack speed for the move is increased.
**Cooldown reduced to 0.1-1.1 seconds, now increases by 0.2 seconds each time each time used consecutively airborne.
AERIAL RAVE 	Pressing [R + LMB] while AIRBORNE will perform a vertical spin that will rapidly damage enemies and launch them upwards for a short time, the player can perform aerial combos with other moves due to vertical mobility.
Cooldown of 2.3-4.9 seconds, increases by 0.9 seconds each time used consecutively while airborne.
*This ability requires STAMINA to be used. (doesn't actually probably a bug)
*VIGILANTUM EFFECT: The attack speed of the move is increased.
**Cooldown reduced to 1.1-2.2 seconds based off of times consecutively used airborne, now increases by 0.3 seconds each time used whilst airborne.
CRESCENT SLASH 	Pressing [SHIFT + LMB] while AIRBORNE will cast a high-velocity slash that has the ability to pierce through multiple enemies at once and deal damage to enemies while propelling them upwards; the distance of the vertical knockback is dependent on the vertical distance between the enemy and the player. CRESCENT SLASH has an increased chance of critical hits. This move may have a maximum of five (5) uses before regenerating uses.
Cooldown 2.3 seconds for each charge to regenerate.
*CRESCENT SLASH has five (5) uses that need to be recharged and requires VENGEANCE to be used.
*VIGILANTUM EFFECT: The CRESCENT SLASH will now have ten (10) uses, seek enemies, and predict their movement. CRESCENT SLASH is now capable of ricocheting between enemies upon successful hits. 
** Cooldown reduced to 1.1 for each charge to regenerate.
JUDGEMENT REAVER	Pressing [Q] will perform an aura of slashes where your mouse is located or onto a locked-on target. After some time, the aura will initiate a barrage of slashes to enemies within the aura from a range of up to 240 studs (its a little less than current afterimage range), dealing moderate damage in the process.
Cooldown of 0.6 seconds.
*JUDGEMENT REAVER uses EMBODIMENT rather than VENGEANCE.
*VIGILANTUM EFFECT: The slashes come out much faster and with a higher quantity at the cost of damage per slash, move now has unlimited range.
**Cooldown reduced to 0.2 seconds.
SUMMONED SWORDS 	Pressing [C] will automatically summon swords. You can generate up to ten (10) summoned swords, and pressing [C] again will unleash all blades to your locked target or a random enemy. 
Base cooldown of 0.4 between each summoned sword, 0.9 second cooldown after unleashing summoned swords. 
*The player can use this move even while the is unequipped.
**This move cannot gain VENGEANCE or EMBODIMENT if used while the is unequipped.
**If is unequipped, this move will have a 200% longer cooldown and will take 100% longer for a sword to summon.
*VIGILANTUM EFFECT: The player can generate up to twenty (20) SUMMONED SWORDS.
**Cooldowns reduced to intervals of 0.1 seconds per summoned sword, 0.4 seconds after unleashing summoned swords.
==/// STRATEGY==
#The will deal considerably greater damage while being in mid-air; the player can utilize this by flinging enemies airborne and extending airborne time with moves like CRESCENT SLASH and AERIAL RAVE; certain types of enemies will have slightly more knockback resistance, like [HEAVY] class enemies and [STRUCTURED].
#Keeping the COMBO FEVER meter up will guarantee better performance from the weapon.
#Moves like BLADERUNNER and RAZORBLADE will knockback enemies depending on where you're traveling; standing still with RAZORBLADE will keep enemies in place.
#Since you can't die while VIGILANTUM is active, use it to survive lethal damage for e.x. NX-1024's death explosion.
# is the ONLY exception to Sir Kadee's superweapon judgement. Utilize it accordingly.
==/// TRIVIA== 
#The is reminiscent of the Ferrum's Malum from Defend the Statue: Remastered (2019) and the Cosmic Destine from Defend the Statue: Eras of Conflict (2021); however, the very original was from 885sdwsdw's Defend the Statue (2010), the Dual Dark Swords.
#The has a unique damage font which appears globally to all players, though this does not apply to its lifesteal font.
#Originally, 's sheath had a simpler gray and blue color scheme with sharp edges. While replaced with the new sheath, the old design can still be seen worn by a Tester on the cliffs.
==// GALLERY==
File:Vigilgui.png|The GUI for Dynastal Insurrection during vigilantum.
File:Normalgui.png|The GUI that appears for Dynastal Insurrection.
File:Vigilantum.png|Player in vigilantum form.
==/// HISTORY==
Date Format: mm/dd/yy
v0.8.0	
Category:Inventory
Category:Melee
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