Post by Kumori on Feb 15, 2014 8:54:34 GMT
[attr="class","ws"] [attr="class","h"]KUMORI [attr="class","fc"] [attr="class","bi"]REAL NAME: Oshiro, Ryuunosuke [attr="class","bi2"]REAL GENDER: Male [attr="class","bi2"]GENDER: Male [attr="class","bi2"]AGE: 23 [attr="class","bi2"]SEXUALITY: Heterosexual [attr="class","bi2"]FACE-CLAIM: jyu viole grace, Tower of God [attr="class","bi2"]PLAYED BY: Rien [attr="class","h2"]Appearance [attr="class","b"] Ryuunosuke is a small to medium-framed man which boasts athleticism and flexibility. While close up, his muscles are pronounced, he tends to hide it in public if possible. While Ryuunosuke is not tall, he is by no means short. He is about 170 cm and weighs about 70 kg. He has long brown hair that is usually tied up into a pony tail and his round orbs are sized normally. His hair, when let down, goes up to his chest. In real life, he likes to wear things that are comfortable, such as a t-shirt, shorts, and sandals. In-game, he usually sticks to form-fitting suits, like skin suits, and covers it with a cloak when he has no need for speed and subtlety. The cloak is usually used to hide away his athletic body, since he rarely likes to show off his body. Ryuunosuke's skin suit is black as well as any attire that he uses when on a mission or in combat, however out of combat, his cloak has red accents on top of a mostly black cloak. In public, he does not speak unless he is spoken to and keeps a rather soldier-like and keen attitude when the time calls for it, however in private, he will make his thoughts and ideas known if he thinks they are pertinent to the topic. Aside from his soldier-like attitude, on normal occasions, he'll simply be relaxed and care-free. [attr="class","h3"]Personality [attr="class","b"]Ryuunosuke is somewhat introverted and extroverted. He tends to follow logic when making decision, however some things that may be more personal may cause him to act emotionally. While he does have a strategist's mind, he rarely uses it in terms of leading, and rather he keeps it to his own individual level as a striker. He can be both leader and follower, however when in combat, he prefers to follow someone's lead rather than be a leader. When it comes to speaking in groups, such as parties, he rarely speaks up or makes a sound. He observes his surroundings and many times eavesdrops on conversations. In private, it is easier for him to speak and therefore in smaller group settings, he makes his thoughts and voice known to those that need to know the information. While it is rare for him to speak out of turn, if something he knows is incorrect, he will speak up with authority. His emotions are mostly in check, however when something rubs him the wrong way entirely, his normally stoic expression will turn into a beast and aurally destroy the person he is mad at. While he is usually friendly and amiable, if you're ever on his bad side, he'll quickly find a way to make your life painful. [attr="class","h3"]History [attr="class","b"]Ryuunosuke was born in Kyoto to his parents who work as businessmen. While they do not own a business nor are they executives to any top company, they lived a rather comfortable life, allowing Ryuunosuke to play games and develop a decent liking to them. Through the years, he played several different games that include RPGs, FPS, and MOBAs, and grew to like PC gaming moreso than other games. He had played several MMORPGs, however it wasn't until he played Elder Tale, which compelled him to continue playing, until he had to go to college. In College, Ryuunosuke studied Finance, attempting to follow his parents' footsteps and exceed their expectations. He was very analytical, in terms of knowing and studying the market as well as other people. Through his college days, he developed an adapt knowledge of psychology in terms of humans and human behavior. Using such things, he was able to land a decent job and a large client-base for his age. His work dealt with investment and finding clients who would invest in him. His knowledge of psychology allowed him to land some major clients in the last two years. Ryuunosuke is a high middle-class worker. He had much more time than he did in college, and so he decided to pick up gaming again. It was when he decided to log in for the first time in a while in which he was claimed by the Apocalypse and was placed into Elder Tale as reality. [attr="class","h3"]Extra [attr="class","b"]Blood Type: B |
[attr="class","ws"] [attr="class","h"]statistics and inventory [attr="class","fc"] [attr="class","bi3"]RACE: Human [attr="class","bi4"]CLASS: Assassin [attr="class","bi4"]SUBCLASS: Tracker [attr="class","bi5"]CRAFTING CLASS: Tailor [attr="class","h4"]Stats (DO NOT EDIT THIS SECTION) [attr="class","b3"] [attr="class","lt"] [attr="class","lt1"]character level [attr="class","lt12"]001 [attr="class","lt2"]subclass level [attr="class","lt22"]001 [attr="class","lt2"]crafting level [attr="class","lt22"]001 [attr="class","hm"]HP [attr="class","hm2"]---- [attr="class","hm"]MP [attr="class","hm2"]---- [attr="class","st2"]Strength [attr="class","st22"]--- [attr="class","st12"]+00 [attr="class","st2"]Dexterity [attr="class","st22"]--- [attr="class","st22"]+00 [attr="class","st2"]Agility [attr="class","st22"]--- [attr="class","st22"]+00 [attr="class","st2"]Intelligence [attr="class","st22"]--- [attr="class","st22"]+00 [attr="class","st2"]Wisdom [attr="class","st22"]--- [attr="class","st22"]+00 [attr="class","rt"] [attr="class","h3"]Skills [attr="class","b2"] [attr="class","skill"]Deadly Dance: Physical Melee Attack. A skill that uses the Assassin’s angular momentum in order to increase the damage of their attack. The Assassin jumps and spins in the air while gripping their weapon, then lands onto the opponent and delivers a downward slash. The key of Deadly Dance is to accumulate angular momentum, so users might find it advantageous to use the skill multiple times in succession. [attr="class","skill"]Accel Dance: Physical Attack. The sister skill to Deadly Dance, focusing in increasing the Assassin’s speed rather than their power. As the Assassin strikes their foes, they enter a state of mind where they can release some of their body’s natural limiters, allowing them to increase the speed of their attacks. The repeated usage allows the Assassin to descend deeper into this state and increase their attack speed even further. While originally designed for melee attacks, as it is more of a state of mind, the technique can be applied to ranged attacks as well. [attr="class","skill"]Hiding Entry: Self Buff. One of the basic stealth magics of the Assassin. A signature move of the Assassins, known for being able to hide in plain sight, that allows them to bend light around them and become invisible to the naked eye for an extended period of time, up to ten minutes. Offensive actions, stabbing a target for instance, immediately break the magic used to hide the Assassin. The spell itself can be a bit taxing to the Assassin and can only be used sparingly. [attr="class","skill"]Fatal Ambush: Physical Attack. Assassins are known for their deadly strikes, often being able to slay in a single strike. This technique is the first of the many massive damage attacks the Assassins have under their repertoire. It is a crude version however, a novice skill that serves more as the basis and foundation for future, more poetic, techniques. Requiring a long preparation time, the Assassin must focus onto their target, limiting their perception and leaving them vulnerable to other attacks, as they search for a weak point. Then by focusing all of their strength into one strike, the assassin strikes their target with all of their might into a single point, dealing critical damage. The mental exertion required taxes the mind heavily however, and the technique can only be used sparingly. [attr="class","skill"]Quick Draw: A skill focused on delivering a quick strike at the opponent. By gripping the weapon tightly and locking one's gaze toward a nearby foe, the player's body will quickly dash over to the target and perform an attack. Alternately used by ranged users to fire projectiles at a faster than usual pace. This sudden movement takes many unprepared opponents by surprise. [attr="class","skill"]Hide Walk: Self Buff. Even the novice Assassin must be adept at stealth. Known for being able to meld into shadow or disappearing behind cover, Assassins can become invisible to the naked eye for just a moment before dealing a deathly blow. It is not a perfect technique however, as those carefully watching the Assassin can see through their tricks. [attr="class","skill"]Death Stinger: Self Buff. Poison, a classic tool of assassins but honorless by nature. By coating their weapons in these foul concoctions, the attacks of an Assassin have a chance to poison their enemies, slowly chipping away at their health overtime. Users of this technique must be wary though, as anyone struck by the blade can be poisoned, even the users themselves. [attr="class","skill"]Shadow Bind: Debuff. A magical technique created by Assassins, with a thematic effect quite fitting for those who love to strike from the shadows and call the darkness their home, yet poetically useless in full darkness itself as Shadows cannot exist without light. By striking the target’s shadow, the Assassin is able to create shadowy, almost invisible, tendrils from the victim’s own shadow that binds them completely. [attr="class","skill"]Assassinate: Quite possibly one of the Assassins' most well-known skills, Assassinate is a single hit technique that can be initiated as either a melee or ranged attack. However, in order for it to deal its famous damage potential, the skill must be used as a back attack, usually a strike done while the monster's attention is elsewhere. At the moment the skill is successfully used, a large red splashing animation reminiscent of blood is emitted from the target struck by the attack. Targets with a level below that of the Assassin take heavy damage; non-boss monsters that are over 10 levels below the Assassin's level may even be killed in a single hit. Understandably, enemies at a higher level than the Assassin will take lesser albeit still considerably high damage. This skill has a 45 second cooldown time after every use. [attr="class","skill"]Stealth Strike: A skill that cloaks the user in a pale blue aura, making their figure slightly less opaque. This skill has a duration of five seconds and is automatically canceled upon a direct hit with the opponent. While Stealth Strike is active, the Assassin's next melee attack deals damage as though the target's Physical resistance was reduced by one stage (Physical neutral becomes physical weak, physical resistant becomes physical neutral, etc). The five second cooldown of this skill makes it so that an Assassin can activate the skill after almost every other attack, although the one second skill animation lapse might add up over time when it comes to DPS purposes. [attr="class","skill"]Congregating Arc: The Assassin fires a projectile which disappears midway as it travels toward the opponent. In place of this original projectile, many replicas of the original projectile are copied into overlapping arcs that float a few meters in mid air above the target's position. Then, after half a second, these projectiles are all shot at the target to pierce them from practically all angles. Because these duplicated projectiles congregate based on the target's current position at the time this skill is used, it is less effective against speedier enemies. Also, the nature of this skill means that it is quite possible to transform into an area of effect skill if targets are standing very close together. Still, due to this skill's otherwise unimpressive activation animation, it is usually too late for an opponent to notice the rain of projectiles headed their way. Congregating Arc is most popularly used using arrows or bolts, but it is growing popular for throwing weapons to be used given their otherwise limited ammunition. This skill has a 0.25 second animation time from when the first projectile is fired and then 0.5 seconds until the arc-aligned projectiles are fired toward the target's position. This skill has a cooldown of 20 seconds. [attr="class","skill"]Shadow Wires: A skill evolved from the Shadow Bind ability. From the duration this skill is activated, the Assassin utilizes their own shadow to create thin and nearly invisible wires wherever they move. Anyone who gets caught in one of these wires takes minor darkness-attribute damage as well as a movement binding effect for 5 seconds. Keep in mind that it is possible for teammates to receive this debuff, so be careful when activating this skill in party oriented play. This skill has a duration of 5 seconds, the invisible wires last for 10 seconds, and this skill has a cooldown of 30 seconds. [attr="class","skill"]Substitution Art: The Assassin places their hands together as though making a hand seal from a popular ninja anime that was airing throughout the course of Elder Tale's PC days. At the same time as the gesture is performed, they will look in a particular direction. Immediately after the hand gesture is made, the Assassin's current position will emit a small burst of white smoke. If the Assassin's position should then be attacked by anything within the next two seconds, a wooden log dummy will be struck by the attack instead. Meanwhile, the Assassin's body is teleported 3 meters in the direction they were looking at. Beginner users of this skill should be mindful of their surroundings, however. Many have tried this skill to teleport onto a tree, only to find themselves teleported onto a flimsy branch and subsequently falling like a fool. This skill's cooldown time is 15 seconds. [attr="class","skill"]Quick Swap: A skill that facilitates the quick switching of weapons from the user's equipment to their inventory. While many characters use quick slots in order to swap out their weapons, this requires a manual action. The use of Quick Swap does this exchange automatically. This switching can only be done with two equipment sets at a time, both of which are registered prior to the start of battle. When Quick Swap is used, the current equipment set will be swapped out to the other set designated by the skill. Due to the nature of this skill, it is best used by characters of the Weapon Specialist classes. This skill has an animation time of 1 second. Its cooldown if used by a Weapon Specialist class is 30 seconds which increases to 60 seconds if used by any other class. [attr="class","skill"]Doppelganger - The Assassin summons a body double of themselves that copies their every movement and attack. Any attack performed by this body double is an illusion that cannot deal any damage to the opponent, while any physical contact to the body double phases through its body as though it were a ghost. The Assassin may repeatedly summon body doubles, but each one costs a small MP drain over time to maintain. There are a number of ways to identify body doubles, most particularly through the use of the Scholar's enemy-scanning abilities or the Enchanter's Electrical Fuzz. As the body doubles do not count as valid skill targets, these skills can ultimately expose the Assassin. This skill has a cooldown time of 5 seconds after each summoning. [attr="class","skill"]Placeholder "Assassin" x6: Lucky you! You get 6 Placeholders for Assassin skills! How about that? Way to go! [attr="class","skill"]Perfect Autopsy - Even within the higher levels of the Assassin's skill lists, the Assassinate skill remains the pinnacle of the class's damage-dealing potential. This skill is used to chain onto Assassinate and deliver a final coup de grace to any monster that managed to survive the initial hit. Immediately after activating the Assassinate skill, the Assassin leaves behind a trace of mana on the target's body at the wounded area. This mana reacts violently with any blood spilled and will cause a non-elemental explosion upon the target's body after a few seconds. If an opponent was barely hanging to life, this skill will certainly blow away their hopes once and for all. This skill has a cooldown of 45 seconds and must be activated at the same time as the Assassinate skill. Preparing this skill causes the Assassinate skill's animation time to increase by 0.5 seconds. [attr="class","skill"]Infinite Nocturne - The pinnacle of an Assassin's power allows them to literally become one with the shadows. This skill allows them to transform their entire body into a shadow and follow their target's every movement. Then, when the target is most invulnerable, the Assassin's silhouette rises from the shadows and attacks. The Assassin's body melts entirely to the form of a shadow and becomes invulnerable to physical attacks and weak to light-elemental skills while this skill is up. While in this state, it may only move by jumping from shadow to shadow within up to 2 meters. The Assassin may not perform ranged attacks or any other skills while this skill is active, and they may only deal basic melee attacks to a target. This skill has a maximum duration of 5 minutes and cooldown of 60 seconds after it is canceled. This skill is canceled when willed by the Assassin or if the Assassin takes any damage while under its effects. [attr="class","skill"]Assassin T3 placeholder: Too many levels, not enough skills. [attr="class","skill"]Assassin T3 placeholder: Too many levels, not enough skills. [attr="class","skill"]Assassin T3 placeholder: Too many levels, not enough skills. [attr="class","skill"]Assassin T3 placeholder: Too many levels, not enough skills. [attr="class","skill"]Assassin T3 placeholder: Too many levels, not enough skills. [attr="class","skill"]Assassin T3 placeholder: Too many levels, not enough skills. [attr="class","skill"]Cardinal Rose Tier I Skill A skill that distinguishes a character's ability to be a good navigator. It is a toggle skill that uses a negligible amount of mana when it is activated, causing an icon of a compass to appear in the bottom right corner of the character's vision. As long as this skill is active, the character will always know which direction is north. This skill is particularly effective when exploring in uncharted territory. [attr="class","skill"]Tongue of Nature Tier I Skill It's often said that certain people seem to have an affinity toward interacting with nature and communicating with animals. With this skill, the Adventurer's natural affinity is idealized into a tangible form. While this toggle skill is active, the character will be able to communicate with animals and monsters. Incoming speech by monsters will appear as subtitles at the bottom of the user's vision. There is a huge variance between being able to notice this effect and actually using it effectively, however. "Nice to meet you" is not the same thing as "Look, fresh meat", for example. At lower levels, the user of this skill will very often mishear monsters' speech and mispronounce their own words, mistakes that might cause hostility if used incorrectly. However, as the user gradually gains experience, they will be able to negotiate with monsters more easily. The Animal Trainer, Fisherman, Druid classes are more aligned with the power of nature and thus higher success rates are gained if the user is one or more of these classes. Monsters at a lower level compared to the user's highest class level also are easier to communicate with. [attr="class","skill"]Needlework: Due to the dexterity from which they perform their tasks, tailors are able to make up for any compromises in their ability. Any dexterity debuffs to a tailor can be recovered from twice as quickly. [attr="class","skill"]Emergency Suture: An experienced tailor will be able to make quick mending to clothes in the fraction of the time, although the material will definitely require a proper repair later on. Still, this skill is especially important when you need to fix up your gear during a battle or when you have an extremely vital fashion malfunction. Additionally, this skill allows a tailor to mend wounds and stop damage over time bleeding effects from skills such as Swashbuckler's Viper Raise. No damage is recovered, however. [attr="class","skill"]lv21 Tailor: Placeholder [attr="class","skill"]Lv 31 Tailor: Placeholder [attr="class","skill"]Lv 41 Tailor: Placeholder [attr="class","skill"]Silent Move: A skill that deadens the user's movements whenever traveling, preventing them from making any sound while walking. In exchange, the Tracker's movement speed is reduced by 50%. For every 10 levels the tracker gains in their subclass level, this debuff is decreased by 10%. After Level 50, the debuff is eliminated completely. [attr="class","skill"]Eagle Track: The tracker can designate a visible target to track. The target's form is highlighted and can be seen through walls and other obstacles from a short range and their footprints are highlighted for up to an hour. These footprints are visible only to the tracker. Upon obtaining this skill the user can track one target and can track an additional target every ten levels after. [attr="class","skill"]Sneak: A skill that can make the Tracker hide in nearly plain sight. By activating this skill, the Tracker's body become invisible to anyone looking directly at them. When combined with Silent Move, many will find that it is quite difficult to hit a target in this way. Keep in mind that spotting the Tracker through peripheral vision is possible, but not practical to those who are not usually very perceptive. Needless to say, reflective surfaces will blow the Tracker's cover as well. There is another slight weakness to this skill in that the Tracker must wait at least 15 seconds after performing any sort of attack before this skill can be activated. As such, it is generally impractical in the heat of battle. Regardless, this skill is well-known among prospective Trackers and is often used as reconnaissance or setup for a preemptive strike. There is a small MP draining cost to maintain this skill. [attr="class","skill"]Rewind Step: Any Tracker worth their title must know when they've overextended themselves and that it's better to retreat when their advantage has been lost. Rewind Step is a teleportation skill with a rather unusual effect. When it is used, the Tracker will appear at the position they were five seconds ago. This can be used to recover from a fall or a wrong turn. Ironically, it's less than effective when directly running away from enemies. Nevertheless, Rewind Step is a handy skill that can fool enemies at the most crucial moments. This skill has a casting time of 0.5 seconds and a cooldown of 15 seconds. [attr="class","h3"]Equipment [attr="class","b2"] [attr="class","skill"]Armor: Cuirass of Shadows Level 20: A leather cuirass made to withstand direct physical blows to the body. This leather has chains inserted into the leather to give a bit more durability to the armor, but the chains make no noise as they are dulled by the surrounding leather. The leather is tightened to the body with a series of belts at the back. The armor has no sleeves as to give the most flexibility an armor can give while protecting the areas that are most important. As every work of Kumori, a stylized F is imprinted on the inside of the armor so that it is not seen by the public. Effect: Movement Speed Increase [attr="class","skill"]Left Hand: Alvan Blade (L20) by 黒: A straight dagger that has the general color scheme of dark blue and black. The blade is 14 inches long and the handle is 6 inches long. The blade is a tempered steel that was colored to a dark, dark blue. It is single-edged and has engravings of a phoenix etched in black. The grip is black. Effect: Deals elemental damage (lightning) [attr="class","skill"]Right Hand: Night’s Kiss (L20) by 黒: A straight dagger that has the general color scheme of black and green. The blade is 14 inches long and the handle is 6 inches long. The blade is a tempered steel that was blackened during the process of forging. It is single-edged, and has engravings on the blade of a panther etched in silver-chrome. The grip is a dark green, dark enough to stay hidden while in the dark, but colored enough so that it is apparent that it is not black in normal light.When the blade does damage to an opponent of some sort, the dark blade glows softly and warms the handle of the blade slightly. Effect: Level 20. Heal HP equal to 15% damage dealt. [attr="class","skill"]Accessory#1: Cloak of Darkness Level 20: A cloak made to cover the face and body of the wearer, attached at the neck. The cloak is mostly black with red outlines. The cloak is meant to give some protection the body from the elements, but is mostly used for its visual effect. The visual effect shows several black and red rose petals floating from the “cape” end of the cloak much like this. The petal effect can be toggled off. When people see the falling of black rose petals, they know that death is only a few seconds away. On the tag, there is a stylized F sewn into it to denote the crafter. Effect: Decrease in Assassinate Cooldown. [attr="class","skill"]Accessory#2: Hikoboshi by 黒: Level 20 Ring Accessory. A smooth metal ring worn by the assassin Kumori. It interlocks with Orihime, worn by the samurai Caerbannog. Together, the rings form the Tanabata. Effect: Assassinate - Level 20 Cooldown Decrease (minus 2 seconds) [attr="class","skill"]Accessory#3: Nectar Scabbard - Lv30 accessory. Cannot be reforged or enchanted. A sheath made from the plant skin of Mayahuel, which grows to fit the weapon as though it were alive. A golden sap-like substance gradually diffuses from the inside of this scabbard, saturating the surface of any inserted blade. Any target struck by said weapon within the next 10 seconds receives a slowing debuff that stacks with each successful hit. [attr="class","skill"]Accessory#4: Description [attr="class","h3"]Inventory (DO NOT EDIT THIS SECTION) [attr="class","b2"]Starter Leather Armor Tailor Crafting Toolset (Metal): Level 40 Special Accessory. A set of crafting tools made of metal, suited for a tailor. This includes a set of needles, cloth scissors, a box cutter, a head knife for leatherwork, and tailoring pliers. Effect: Level 40 Increased Production Quality (+4 levels) - applies only if equipped. Starter Dagger Starter Kunai: A starter weapon designed for novice adventurers, made out of cheap iron. It doesn't have much of a blade, but possesses a passably sharp point. This weapon is attached to about 10 feet worth of rope, allowing it to work as a temporary ranged weapon if necessary. Just be careful not to lose it in the process, else you'll have to spend some time retrieving it. As far as weapon categories go, this starter weapon counts as a one-handed dagger rather than a throwing weapon. Fairy Gate Pass: Legendary Druids of Stonehenge - A map completed by combining Fragments 4-6. Offer it up at the inactive Fairy Gate near Stonehenge to revisit a lost memory. Sarum Map 9 - A torn piece of an old map. It seems to emit a weak magnetic energy due to the presence of mana within the cloth, magnetizing itself to other map fragments. Maybe if you combine Fragments 7-9 together, something might happen? Basic Alchemist Cylinder - An alchemist's Basic Upgrade Tool that allows for better handling of delicate material. Allows an Alchemist to craft Level 11-20 Alchemist materials by combining together lower-leveled materials through the Basic Material Upgrading recipe. Windsor Antiqua Leather Armor - Lv5 leather armor. Leather armor that balances out defense and mobility. It is a mass-produced generic armor created by the People of the Land, and so is a little more expensive to buy than if one were to normally craft a similar-quality armor. Yukata of the Night: A yukata that is all black. It has red and grey/white at the bottom of the Yukata following this color scheme and design. As a Yukata, it is tightened at the waist by a crimson red obi. Fledgling Enchant Scroll - Rank E enchant. Enchants on any equip. A scroll that can be enchanted onto an existing piece of equipment by using it in the Market Center. The scroll is consumed upon use, adding the prefix enchant "Fledgling" to the equipment's name and applying the following effects: - When under Level 10, increases the user's physical damage by 2 levels. - When under Level 10, increases the user's magic damage by 2 levels. - When under Level 10, increases the user's defense by 2 levels. Basic Blacksmith Hammer - A blacksmith's Basic Upgrading Tool used for metal forging. Allows a Brewer to craft Level 11-20 Blacksmith materials by combining together lower-leveled materials through the Basic Material Upgrading recipe. Basic Chef Wok - A chef's Basic Upgrade Tool that allows for more refined cuisine. Allows a Chef to craft Level 11-20 Chef materials by combining together lower-leveled materials through the Basic Material Upgrading recipe. Windsor Antiqua Throwing Knives - Lv5 throwing weapons. Small and portable knives with blades too small and impractical for close combat, but decent application as ranged weapons. They come in limited supply, so players will have to retrieve the weapons after it runs out. A dozen knives come in this set; if any go missing for over an hour, they will automatically return to the player's inventory. They are mass-produced generic weapons created by the People of the Land, and so is a little more expensive to buy than if one were to normally craft a similar-quality weapon. Stone Enchant Scroll - Rank E enchant. Enchants on armor. A scroll that can be enchanted onto an existing piece of equipment by using it in the Market Center. The scroll is consumed upon use, adding the prefix enchant "Stone" to the equipment's name and applying the following effects: - Barrier Spike is treated as though it were 3 levels higher. - Increases the user's Physical resistance by 1 level. - Lowers the user's Wind resistance by 2 levels. Titan Enchant Scroll - Rank D enchant. Enchants on 2-handed equips. A scroll that can be enchanted onto an existing piece of equipment by using it in the Market Center. The scroll is consumed upon use, adding the suffix enchant "Titan" to the equipment's name and applying the following effects: - When over Level 20, increases the user's physical damage by 4 levels. - When under Level 15, decreases the user's physical damage by 4 levels. Titan Enchant Scroll - Rank D enchant. Enchants on 2-handed equips. A scroll that can be enchanted onto an existing piece of equipment by using it in the Market Center. The scroll is consumed upon use, adding the suffix enchant "Titan" to the equipment's name and applying the following effects: - When over Level 20, increases the user's physical damage by 4 levels. - When under Level 15, decreases the user's physical damage by 4 levels. Pactmaker Emblem: A mysterious emblem signifying mutual peace between Caesar's army and the Druids. You aren't sure of its potential yet, but perhaps should you reach Stonehenge again at a time of need... Siculus's Nocturne Sword: Lv20 one-handed sword. A sword of a pure black color, making it difficult to see properly in faint light. It seems to possess some untapped potential that can be awakened by performing RP Lore Missions. Siculus's Nocturne Bow: Lv20 bow. A bow that doesn't only look nearly invisible in darkness, it also causes arrows fired from it to look pitch black while being shot. It seems to possess some untapped potential that can be awakened by performing RP Lore Missions. Headband of Courage: Lv10 accessory. Cannot be enchanted or reforged. A worn and tattered headband that has survived many victories. A character equipped with this accessory may use the [Quick Swap] skill even if it is not in their skill list. Medicinal Tablet (L10): A healing pill that restores 375 HP. It is generally considered more convenient than drinking a formula due to the player only needing to swallow or chew the tablet. It has a toxicity rating of 1. After a player drinks potions with a total toxicity rating of 20, any potions taken afterward become halved in effect. Potion of Nighteye (L10): A potion made from a certain species of herbs that are said to have granted the People of the Land temporary night vision in the past. Due to the low quality of the solvents used to make this potion, it should be drank rather than used as eyedrops according to old Lander testimony. Upon being used, it tints the user's vision green and slightly increases their ability to see in the dark for a short period of time. Its duration and potency depends on the average level of ingredients used to make it. Heaven’s Wrath by 黒: Level 20. Nine small daggers shaped in the form of feathers. The blades have no color decoration but the grip is a detailed, white handle that makes it look even more of a feather. The only difference from the feather is that there is no thin tip. They are easily held and thrown and are for short-range usage. Effect: Returns to user if thrown/disarmed. Lv5 Dagger- A small dagger with a well-balanced blade, allowing for decent ability in slashing and thrusting. It is a mass-produced generic weapon created by the People of the Land. Windsor Antiqua Dagger - Lv5 one-handed sword. A short battle-ready blade, allowing for decent ability in slashing and thrusting. It is a mass-produced generic weapon created by the People of the Land, and so is a little more expensive to buy than if one were to normally craft a similar-quality weapon. Cuirass of Shadows L10: A leather cuirass made to withstand direct physical blows to the body. This leather has chains inserted into the leather to give a bit more durability to the armor, but the chains make no noise as they are dulled by the surrounding leather. There is an added hood at the top, used as a means to cover the face of the wearer. The leather is tightened to the body with a series of belts at the back. The armor has no sleeves as to give the most flexibility an armor can give while protecting the areas that are most important. As every work of Kumori, a stylized F is imprinted on the inside of the armor so that it is not seen by the public. Provides a +10 Level Movement Speed reforge bonus. Sharkskin Level 20: A black wetsuit with red outlines to go with Kumori’s typical getup. This is usually used as beachwear when he wishes to go swimming. The top half can be zipped down from the back so that he could produce the same half-naked effect of swimming trunks, to show off his body. The wetsuit is designed to keep him at a comfortable temperature while in the water. Effect: Movement Speed Increase Midori Yuki:L20. A dark green yukata with white and grey dragons on the yukata as a design and tightened by a white obi. This yukata was crafted by the assassin Kumori for himself. Effect: Speed Rien's Ice Cream Cake: Lv20 food. The winning recipe of the July Cooking Contest. It is a celebratory cake baked from white chocolate and egg batter, topped with ice cream and syrup. If eaten by an Adventurer, it provides the same bonuses as a Sweet Confection. If eaten by a monster or animal, it makes the monster's nature friendlier (Docile and Curious become Friendly, Cowardly and Wary become Docile, Predatory and Aggressive become Wary). Rien's Ice Cream Cake: Lv20 food. The winning recipe of the July Cooking Contest. It is a celebratory cake baked from white chocolate and egg batter, topped with ice cream and syrup. If eaten by an Adventurer, it provides the same bonuses as a Sweet Confection. If eaten by a monster or animal, it makes the monster's nature friendlier (Docile and Curious become Friendly, Cowardly and Wary become Docile, Predatory and Aggressive become Wary). Basic Tailor Needle - A tailor's Basic Upgrade Tool that allows for more precise needlework. Allows a Tailor to craft Level 11-20 Tailor materials by combining together lower-leveled materials through the Basic Material Upgrading recipe. Takoyaki: Level 10. Ball-shaped Japanese-inspired snacks made of a wheat flour-based batter, filled with diced octopus from who knows where, tempura scraps, pickled ginger, and green onion. Brushed with a special takoyaki sauce and mayonnaise, sprinkled with green laver and shavings of dried bonito from who knows where too. This comfort food provides a slightly greater HP restoration than ordinary food. However, it also makes the character more vulnerable to sickness debuffs for the duration of their next post. Keep in mind that weight gain is possible in Elder Tale. Taiyaki: Level 10. A fish-shaped cake that is made pancake batter, filled with red bean paste and cooked until golden brown. Eating this item provides a slight MP restoration. Be careful of eating too much, lest you spoil your supper. Apocrypha Board (Level 20): A Skateboard crafted by Mechanic Hirosame, with the Apocrypha logo on the bottom. This generic style guarantees safety and satisfaction from the guild, Apocrypha. This board performs well in the streets, but does little to nothing on dirt or rocky paths. Old Hang Glider - Level 45 item. A ripped-up hang glider. You may not have the capabilities to repair it at the moment, but maybe you can meet someone in the future who can. It is labeled Green Faction on the side of the contraption. Winter Knight Level 40: A 3-piece white suit with a black shirt and white shoes. In order to match its counter-part “Yuki Usagi”, the suit has green buttons and a green belt buckle. Usually the jacket is placed in the closet, so this is how most people will see it. The tag has a calligraphic K-R on the tag to denote the crafter. Earthquake in a Bottle: Pretty much exactly what it says on the side of this rather antique-looking bottle. The glass is too murky to see anything inside but you can watch it start to shake if you leave it alone. One time someone accidentally dropped this bottle. Poor them. When this item is shattered, the Druid skill "Geomancy Earthquake" will be casted immediately. However, contrary to the original effect, it can now potentially damage anyone if they are caught in the chasm. This item has a cooldown of 1 hour after every use, letting you unleash frequent high magnitude earthquakes that would make the San Andreas jealous. Fledgling Adventurer Sword - Lv5 longsword. Prefix: [Fledgling]. Suffix: [Adventurer]. A basic and easy to use weapon, crafted with ordinary metal but seems to possess some sort of innate ability said to bring out the best in newbie Adventurers. Prefix [Fledgling]: - When under Level 10, increases the user's physical damage by 2 levels. - When under Level 10, increases the user's magic damage by 2 levels. - When under Level 10, increases the user's defense by 2 levels. Suffix [Adventurer]: - When over Level 5, increases the user's physical damage by 1 level. - When over Level 5, increases the user's magic damage by 1 level. 2 Subclass Change Tickets: Allows one's subclass to be changed, saving progress of the current subclass and starting the next subclass at either Level 1 or whatever level was left off. Use this in the Market Center and specify that this item is to be removed from your profile inventory rather than your shop inventory. 5 Skill Change Tickets: Allows a single main class skill to be switched with one at an equal or lower tier. Use this in the Market Center and specify that this item is to be removed from your profile inventory rather than your shop inventory. Mentor Medallion: Lv1 accessory. A shiny medal worth 350 Gold if sold in the Market Center. Mentor AP Potion: Raises a class or subclass's current AP by 5. Use it in the Market Center. Non-tradeable. Fallen Queen's Light Armor - Lv15 chain armor. An ornamental suit of armor said to have been worn by the Fallen Queen during hunting expeditions in her youth. Part of the Fallen Queen set. Equip 3 Fallen Queen items to passively regain HP equal to 10% of damage dealt to the opponent. Demon Butler's Leather Suit - Lv15 leather armor. A leather-reinforced suit that was worn by Butler Grandier during his accompaniments with the queen during hunting expeditions. Part of the Demon Butler set. Equip 3 Demon Butler items to passively regain MP equal to 10% of damage dealt to the opponent. Demon Butler's Gloves - Lv15 accessory. Grandier's once spotless gloves. Part of the Demon Butler set. |
[attr="class","ws"] [attr="class","h"]Change Log (DO NOT EDIT THIS SECTION) [attr="class","b"]MM/DD/YYYY 03/30/2014 AP Claim 5-10-2014 oh god what is this? 5-22-2014 AP claim + 10 bonus AP 5-23-2014 Rewards for Maledict Mayahuel added (1000 gold, item; AP previously claimed). 08/10/2014 - 9 AP awarded to Assassin from the Monthly Contest #1 11/28/14 Added additional starting skills |
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