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Adventurer
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Post by Gaia on Dec 11, 2013 21:00:18 GMT
The Subclasses there’s more to an adventurer than just being a warrior or mage In addition to the 12 main classes that a person may take, there are also a variety of subclasses. These subclasses vary between their ability to craft special types of items, to their situational battle advantages, to their sheer novelty. You are currently allowed to take 2 Subclasses, one in the Crafting role and one in the Roleplay role. As characters progress in the game, they may be interested in taking other subclasses. In such a case, you would simply switch your subclass with your new desired subclass. Further details about switching will be available in the future when it is pertinent. THE crafting subclasses Alchemist | Alchemy, being a rather mystical form of craftsmanship, was a rather challenging concept to many adventurers who had chosen this subclass as their side profession. The process of becoming an Alchemist often requires not only a great deal of research into what materials are compatible with one another, but also a lot of creativity in order to create items previously unheard of in the game. Alchemists seek to bridge the gap between Magic and Science; their specialty is Magitech, a classification of magic-powered technologies that have previously been lost to the Ancient Times. These crafts vary between utility items such as teleportation crystals to condensed mana fragments, although there is a rumor that some have delved into the science fiction genre in their development of weapons...
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Artisan | Artisans pride themselves on the ability to create fine works of art using everyday materials and their own skill. After finding themselves in a ruined city, it is said that many of those who had taken this subclass dedicated themselves to restore the former beauty of the city. Their works are flexible and are primarily sold to those aiming to upgrade their homes and guild halls, and there are ample opportunities for an Artisan's work to be recognized by affluent People of the Land aristocrats. While they may possess little practical applications for crafting items for battle, their ability to make money on commissioned works is excellent.
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Blacksmith | Considering Elder Tale's nature as a fantasy MMORPG, it is no surprise that the role of the Blacksmith is a centralized position well respected among the crafting and general community. The blacksmith is able to refine scrap metal and old tools into material and upgraded weapons. No matter what class you are, as long as you use anything metal-based, it is necessary for you to gain the favor of these crafters if you want to survive on the frontlines for a long time. Their unparalleled experience with metalwork also makes them excellent partners with prospective mechanics.
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Brewer | One of the first questions that popped into the heads of many older players was whether the alcohol in this world compared to the drinks that they would normally have in real life. The answer to this was an astounding no at first, with pretty much all beers tasting like heavily watered-down counterparts. However, this problem was quickly solved by the ingenuity of a few players who had taken this subclass, due to rumors of their livelihood as bartenders in the real world. The potential of this crafting subclass varies as the marketbase is split between pleasurable versus medicinal concoctions. Now the world is up in an arms race to see which of the various beverages were the best. It's said that there's even a dedicated guild whose goal is uncovering the secrets to making the ultimate drink.
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Chef | In the world of Elder Tale, it is not necessary for one to eat food to survive. Regardless, the body's natural instincts make it difficult to survive without wanting to eat. Much of the playerbase was dismayed as soon as they had tried the available food in the world, where everything tasted the same no matter what it looked like. The only foods that actually tasted as they did in real life were the basic ingredients. Knowing this, some chefs attempted to experiment on their own, utilizing their own cooking knowledge rather than relying on the system. As such, where others failed and resulted in inedible mush, the chefs were able to create basic dishes that reminded them of home. As such, the chefs' talent is in creating food that provides temporary stat buffs, but above all, morale.
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Mechanic | It was revealed that players were able to design inventions that existed in real life if they were able to replicate the technique in game without relying on conventional recipes. This enabled the creation of a steam engine on the Japanese server Yamato, and other reinventions of modern conveniences continue to be innovated with each passing day. Further research into engineering include the desire to create modernized contraptions such as firearms and vehicles. With this advent in mind, some have begun to talk about the possibility of airships.
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Pharmacist | Pharmacists are the specialists in creating various potions and drugs needed for survival on the battlefield. Whether you desire HP restoration, status healing, or even a cure for that painful hangover after that last night's party, they have a potion for your every need. Additionally, taking pharmacist as a subclass allows one to resist the side effects of overdose and toxicity. It also allows them to examine any suspicious potions and assess its properties, an excellent asset when sizing up questionable dealers.
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Scribe | Scribes handle all sorts of tasks when it comes to physical documents. Their primary ability is to create virtual copies of any document by simply having an available reference. This allowed a small population of scribes to take up roles as lawyers by writing up and officializing contracts. One of their greatest applications, however, is in their ability of cartography. By observing their surroundings, a scribe can record their environment in the form of maps, which allows them to navigate the world without any fear of getting lost. Their power serves as a compass, making them very common companions when navigating through fog or on the high seas.
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Tailor | Considering the implications of starting on a new server, all players logged into the game with essentially the same type of basic adventurer outfit. It was not long before tailors came into great demand as players not only sought to customize their appearance, but also to request cloth and leather battle equipment or to decorate their homes and guild halls. Considering the amount of classes that regularly use these two types of equipment, it came as no surprise that tailors were often likened to blacksmiths in their practical necessities.
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Woodcrafter | These specialists in wood crafting serve as excellent carpenters due to their ability to make long-lasting furniture and houses. Because the majority of buildings are priced by their physical condition, it is not uncommon for a woodcrafter to be able to buy up a highly bargained building, fix it all up, and then resell at a high profit. They are the architects of the new world, and a valuable asset for anyone wanting to start a home or guild.
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THE roleplaying subclasses Accountant | The ability to handle finances is key in the world of Elder Tale if you want to make a living. Accountants spend their time crunching numbers and slowly sifting through various paperworks so that they will be able to achieve their material goals. No self-respecting guild would be without an Accountant of their own, as they do provide some much-needed tax breaks when recruiting People of the Land and purchasing or renting guild hall materials.
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Acrobat | Popularly found within Adventurer circus troupe parties, the Acrobat is an individual of improved athletic abilities. Originally discovered from NPCs after unlocking Sarum Village, their usage is becoming increasingly popular with daredevils at heart. Their improved coordination on the ground and in the air makes them a very nimble character, compatible with classes like Monks. It is not very uncommon to see training Acrobats performing parkour any chance they can get.
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Advertiser | For quite some time prior to the United Kingdom server's release, Ataruva Inc. held an advertising event where aspiring players would spread the news about the game to their friends in return for prizes, both in merchandise and promised in-game items. Thus, after the Apocalypse had occurred, it was of no surprise that those who had particularly expressed gusto in advertisement found themselves with the opportunity of taking the Advertiser sub-class. Little is known about this subclass, but it seemed to have been raised in a proportional amount to their efforts in real life. Perhaps it might come in handy for engaging in business with the People of the Land.
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Animal Trainer | After the Apocalypse, many players reverted back to their agrarian roots and started to domesticate the various animals that made the nearby farms and fields their home. However, it was not long before these players realized that they could do the same thing for the more hostile monsters, albeit with a little more practice. Thus, the Animal Trainer subclass takes a spin on the adventurer's standard battle style. Rather than eliminate all targets immediately, they will try to tame at least one monster in order to gain the advantage. Due to the distrust of monsters, the style is a bit split; some tamers have particular favorites that they will bring back home, while others tame on an as-needed basis. Regardless, as the trainer becomes more proficient in their talents, their ability to successfully sway the monster race becomes more noteworthy.
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Apothecary | Early versions of Elder Tale featured the Herbalist and Physician roles, which were eventually combined into one. Regardless, veterans often stick to their previous profession's name with a sense of pride. The de-facto partner of a Pharmacist, adventurers who have taken this subclass gain the ability to assess prospective herbs for medicinal value with just a glance. This allows them to gather particularly potent herbs that would otherwise show up as regular plants if picked by anyone else. In summary, while the Pharmacist may be able to create far more effective healing supplies given some time, the Apothecary thrives in extended expeditions and specializes in urgent makeshift operations.
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Apprentice | A subclass that is often picked by players more inexperienced with MMOs, particularly those who are undecided as to their long-term goals. The apprentice subclass relies upon the Teacher System, where the apprentice designates a more experienced player as their teacher. They would then be able to inherit some of their teacher's subclass skills and receive a head start for when they switch into another subclass that utilizes the inherited skills. Although the implications of this subclass imply that it can be used to copy a variety of subclasses without ultimately deciding on one, ultimately this jack of all trades ability is limited to the number of willing teachers one can find.
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Aristocrat / Diplomat / Feudal Lord / Prince / Princess | Subclasses that denote one's status in the political upper crust. In the setting of the Unfounded Kingdom, essentially all noblemen vanished from the world many years ago, so this subclass is even more of a rarity among the People of the Land. This group of subclasses is generally inherited by birth, so it is currently limited to NPC People of the Land. However, if one performs many great deeds in bringing together the Adventurers and the People of the Land and manages to discover what happened to the nobles, it is not impossible to be offered a promotion into this position.
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Berserker | A subclass that is popular among players who desire to spec in pure offensive strength. By taking the Berserker subclass, they gain access to a few combat-oriented skills that increase in potency the closer the adventurer is to death. This allows them a second wind, granting increased stat potential as long as they are still engaged in combat. Perhaps the only downside is that this subclass essentially forces the user to fight recklessly and aggressively, else its effects quickly deplete for a short while.
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Bodyguard | Courageous individuals deemed with a great amount of respect for the dangers they put themselves through. A Bodyguard's role is to defend their clients and allies, and they will easily risk themselves in order to keep others out of harm's way. The majority of their skills are oriented toward aiding others, making it a class that excels only when the Bodyguard is in a party. It is a solid choice for those who chose a tanky defense main class.
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Cavalier | A subclass trained to ride and fight on horseback. Adopting Cavalier as own's subclass has the potential to drastically change one's fighting style. Due to enhanced mobility, it is a good way to augment some slightly slower classes like the Guardian or Samurai. It is also commonly combined with a main class which specializes in mid to far range combat for the purpose of hit-and-run tactics. Adventurers who take this race start with a young shire as their mount who can be called using a special whistle. The shire is very cowardly, however, and will often retreat into the horizon and become unsummonable for a short while once it has taken serious damage. Higher levels of Cavalier will improve the bond between the Cavalier and their mount, forming a special partnership that will no doubt lead them to the frontlines.
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Courier | The deliverymen of Elder Tale. Their goal is to ship and deliver various supplies across cities while keeping a carefully-organized schedule. Couriers are almost never in the same spot for very long, as they are often employed by Adventurers and People of the Land for deliveries. Their advantage in specializing in such a hectic job is the sheer size of their accessible inventory, granting them with a larger number of quick-slot macros to summon items.
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Courtesan | When you first lay eyes upon a player with this subclass, you may not be able to take your eyes off them. Courtesans carry a special air around them, one that distinguishes them from other players. They tend to be well dressed in exotic looking garbs and can slip through town like the wind. Known for their charisma, Courtesans are able to talk smoothly and think quickly. Rumors tell of the words spoken by these players carry more weight with members of the upper class and people of the land. Their charms in some cases may be effective on players as well. Since the Apocalypse, there have been an increase in Adventurers taking this subclass hoping to find an easier way to get into a relationship. You should avoid those kinds of people.
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Dancer | Players who chose the dancer subclass receive a number of ornaments and a small prop with which to enhance their showmanship. A number of dancers choose to make this prop a weapon, allowing them with a backup option to defend themselves in difficult situations. Still, dancers are entertainers by trade, and their enchanting style allows them to soothe the hearts of those who witness their dance.
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Exorcist | Often described by players as the Undead Hunter, these specialized hunters form a vendetta against the evil spirits that inhabit this world. Their primary duties include purification, which rids possesses objects or people of a ghost's malicious grip. They have an inherit resistance to curses and gain offensive and defensive bonuses when fighting against any type of demon. One of their specialty skills allows the Exorcist to halt the respawning of Undead monsters for a short while.
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Farmer | The Farming subclass allows an Adventurer to receive proficiency in performing all sorts of tasks on the field, varying from dairy collection to harvesting crops. The taste of freshly-grown food is especially in demand within Elder Tale, and the hard work dedicated in growing crops is often well worth the effort, according to those who choose this subclass as their livelihood.
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Fisherman | A subclass introduced to Elder Tale during the Silver Odyssey expansion in the Japanese server several years prior, this role not only allows the adventurer bonuses in fishing ability, but also proficiency with the water environment. Penalties for fighting in the water are reduced, and the extra adaptability with underwater combat allows these players to damage aquatic monsters more easily.
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Fortuneteller | A subclass that conjures the esoteric in order to predict their comrades' future. The Fortune Teller can access a number of skills that seem to foretell future events, which can range from lucky events like stumbling upon treasure to unlucky events like a monster ambush. Most of these clues are rather cryptic and haphazardous, making the Fortune Teller's role vary between a blessing and a curse while in a party.
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Gardener | Botany was never such a popular option back when Elder Tale was simply another computer game, but now that players have found themselves in this world, it has gained some attention of its own as adventurers strive to beautify their new environment. Gardeners' primary role is similar to the Housekeeper, except their area of specialty is in the outdoors. In addition to their ability to maintain plants, they also possess the ability to cut down plants in the environment and prevent regrowth for quite some time. Consider this trait the next time you enter a thorn hedge maze where the flora regenerate quickly.
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Gunslinger | Ever since the advent of firearms in the world of Elder Tale, this new subclass was discovered after a few weeks of utilizing the new weapon type. Those who follow the Gunslinger subclass gain innate bonuses when they use the firearm as their preferred weapon type. While it is not by all means necessary to take this subclass to use it properly, those without military or shooting range experience may find the techniques offered by this subclass rather invaluable.
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Hitman | Upon the realization that death in this world meant one's revival in the Cathedral, players soon got over their hesitation to point arms at each other in order to get what they wanted. The Hitman is a subclass that was born from this newly-founded underworld, their specialty the elimination of other players. They are often employed as bodyguards or used to pressure an adversary, and it is not uncommon for professional hitmen to rack up reputations as bounty hunters. Regardless, their existence is only a first step in showing the terrible dark side of the game that Elder Tale has to offer.
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Housekeeper | A subclass with many toggle-customized names, often popularly referred to as Cleaner, Butler, or Maid. The goal of a Housekeeper is to maintain the living conditions of their personal dwellings. By cleaning, they are able to preserve the durability of furniture and decorations. Doing so also provides other adventurers with a spotless place to return to! They also gain very basic abilities in cooking, tailoring, carpentry, and gardening, nothing compared to true specialists of those classes, but enough to assist with maintenance.
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Hunter | The wilderness becomes the hunter's playground as they scour the land looking for monsters to slay or capture. Hunters gain small stat bonuses when fighting animals, and many opt to utilize hunting tools and traps in order to seize total advantage. They also have an expertise in using bows and allow even a class not normally compatible with bows the ability to wield one without penalties. It is such that their skills are often employed by chefs and animal trainers. The former has the potential to make higher-quality food by extracting materials from an animal captured alive, while the latter would greatly appreciate an opportunity to tame a monster without the fear of getting counterattacked.
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Idol | A subclass for those with entertainment in their hearts and flair in their blood! The Idol class was said to have branched off from the Dancers after they learned to adapt their people-gathering talents into a new medium. As such, Idols tend to vary from their Entertainer cousins in that they cover a wider spectrum of fields. Some dedicate themselves to singing, others to music, fashion, even politics. Therefore, for anyone with the right personality, this subclass has the potential to work as a comfortable asset to any playstyle.
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Merchant | A subclass that specializes in the peddling of goods between both People of the Land and Adventurers alike. A Merchant's goal: To make as much of a profit as possible. As this subclass in particular requires money to effectively use, it is often a favorite among players who have amassed a small fortune. To further this, players with this subclass enjoy slightly more favorable trades when interacting with People of the Land through the skill "Haggling."
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Pathfinder | A subclass that specializes in adventure and travel across the lands of Elder Tales and often are often referred to as guides by other Adventurers. Due to their need to cross large lands, the Pathfinder subclass heightens the Adventurer's ability to sense direction and improve eyesight so as to see their charges across the expansive and dangerous zones.
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Priest / Priestess | A devout religious follower has no time for rest when there are wounded souls to help. Through devoting their lives to following their chosen god, a Priest or Priestess gains a minute amount of divinity with which to help those around them. Due to this, the Priest / Priestess subclass gains a form of purification magics to spare those around them from stat debuffs while gaining a chance of obtaining religious sidequests with which to spread their god's teachings.
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Puppeteer | A skilled profession that involves the manipulation of a marionette to serve as a surrogate extension of one's own body. The tricks of a puppeteer are slightly difficult to learn, but rumor has it that a master puppeteer can control their puppet in a way that you'd mistake the puppet for an actual player. Puppeteers primarily collaborate with mechanics or woodcrafters in order to create a basic frame for their companion, usually in the form of a humanoid mannequin or a bulky suit or armor. Some even go to great lengths to fit the marionette with magitech cores, a still unexplored field that's said to be able to give the puppet a "soul." Their use in battle is slightly mixed. When equipped with a weapon, they allow the adventurer to control the marionette and fight at a distance. However, the puppets themselves cannot perform any skills and require a lot of concentration to control, so they are more often than not used as off-tanks.
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Sage | A subclass influenced by the mystical nature of psyche and its composition into mana. They are intellectuals, said to possess a great deal of magical potential due to their ability to communicate with the greater element itself. Among the abilities in the Sage's power include the ability to sense for traces of elements that have been charged with mana and the ability to summon pure elementals. A Sage's interaction with the world is rather unusual as its symbolism varies based on the Sage's background. Many Lander Sages treat their interactions with mana nearly religiously, while Adventurer Sages lean toward the scientific method to understand the mysterious phenomenon.
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Scholar | The work of great men is never measured by his standings but by his knowledge. True to this, the Scholar subclass focuses upon knowledge and its use. Through careful examination and categorization of monsters, Scholars are able to accurately interpret their skills, strengths, and weaknesses. Due to the extensive time spent in the archives, Scholars have been known to come across long forgotten pieces of history giving way to lore bonuses.
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Sigilmaker | While Sigilmakers are completely incapable of crafting items themselves, they are capable of enchanting items through special sigils engraved into the target area. It is even possible for Sigilmakers to engrave a temporary sigil into a player's skin, though this will lose effect if the area is covered by any equipment.
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Tracker | Trackers excel in the art of stealth. They have the ability to obscure themselves, becoming invisible to the naked eye, and to soften their steps, silencing their movements. Under the veil of stealth, they can travel undetected, allowing them to scout out and follow targets. As such, it is the perfect option for those wishing to play sneaky characters.
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The Apocryphal Strategist
Milesian
System
Gold:
Narrator
Tactician
Guild:
Apocrypha
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Post by Murasaki on Jan 9, 2021 1:26:21 GMT
the tools of your trade The following is a list of skills that are available to their respective subclasses. When you start out, you obtain the Level 1 skill and linearly gain an additional skill every 10 levels. As players approach the level for an unreleased tier, more skills will be available.
Please note that as skills are added and updated, some skills may be modified for the sake of balance. The skill descriptions in this list should be considered the official versions.
As of the Epilogue, most Crafter Skills are now defunct. Therefore if you decide to craft in RP, you should keep it freeform. THE crafting subclasses Crafter Skills | Level 1 Skill
Attention to Detail: The crafter may toggle this skill in order to increase the magnification power of their vision by 5 times. This allows them to see five times more clearly, be it examining small particles to looking at things from a distance is not affected. This ability is very useful for not only for spotting minor imperfections in their artwork, but also for scouting purposes. Make sure to toggle off this skill while entering combat, unless for some reason you're fighting a tiny creature.
Level 11 Skill
Speedreading: A toggle skill that infuses mana into text in order to make it feel familiar and boosts the crafter's reading speed. It also gives them the ability to read written text on paper in pitch darkness, although they will have to slowly read each letter at a time. It also allows the crafter to quickly read a reference note and makes them spend less time reading and more time replicating. Also, this skill places mana into the crafter's fingertips to increase their writing speed. When this skill is active, the duration of writing produced by the Mythic Script skill is doubled.
Level 21 Skill
Item Appraisal: A crafter's knowledge of items is limited not by their ability to craft them, but to know the hidden qualities of the weapon that only the weapon itself would otherwise know. When Item Apprisal is used and an crafted item is held in their hand, the crafter will be told the following: a mental image of the last person to touch the item, the name of its crafter, its flavor text, and the names and effects of any enchants or reforges placed upon the weapon. This skill has a casting time of 5 seconds and no cooldown.
Level 31 Skill
Scale Model: A crafter is able to visualize blueprints in great detail. If the crafter possesses a blueprint of any item, they are able to activate this skill to create a transparent 3D model of the item in the blueprint. Likewise, an item's image and details can be rendered into the form of a blueprint through 20 seconds of uninterrupted casting.
Level 41 Skill
Quality Control: Crafters are known for their extensive knowledge of when something doesn't look or sound right. As such, this skill can help to extend their natural abilities at repairing items. By toggling this skill, the mechanic becomes able to see the durability values of all specific components of an item within their line of sight at a glance - down to small fragments or fibers. For those who are a little more curiously destructive in mind, this skill also serves as good researching material for understanding how parts work in tandem with each other.
Level 51 Skill
Speed Repair: A crafter's role in an active situation usually demands that their teammates' equipment is kept up to shape. A broken weapon cannot hurt much, while broken armor will only spell trouble against a difficult foe. It is in this time that blacksmiths and tailors especially will prioritize speed over quality. By taking makeshift materials around them, be it metal fragments, pieces of cloth, or even rocks or grass, they quickly fix up equipment for the time being. Proper repairs will have to be performed following the battle in order to prevent impurities from weakening the equipment's quality. Even a crafter, such as a Brewer, who otherwise would not seem to be able to repair items can use this skill through the concept of mana manipulation.
Level 61 Skill
Quick Forgery: Through a process of trial and error, fledgling crafters are able to learn the techniques for producing crafted materials quickly. This allows them to create temporary items, given enough available materials. However, this comes with the cost of making the object extremely fragile, to the point where even a moderate impact can completely shatter it. It's said that some crafters such as Artisans and Woodcrafters have attempted to turn this quirk into an unusual battle strategy when fighting in places like stone-filled mountains or vast forests.
Level 71 Skill
Elemental Sight: Crafters being able to manipulate mana is not sufficient, they are needed to understand the elements that surround the world. With Elemental Sight activated, an icon appears on everything that uses elemental mana, showing which elements it uses. This includes spells, items and monsters. Upon using the skill, a window appears, allowing the Alchemist to toggle on and off what will show the icons, in case they felt their vision is being swarmed too much. Elemental Sight also allows the Alchemist to see whether an attack of a certain element they are using is effective against a monster, without having to use skills like Scholar's Evaluate to figure this out.
Level 81 Skill
Pygmalion's Grace: An Artisan technique that can erase any slip of the hand in order to save an artwork from imperfection or simple misfortune. This skill can be used to target any object they're crafting, causing it to revert to its condition 1 minute prior. Any damage or changes done to the item is removed. Because of the amount of mana required to make such precise changes, activating this skill requires a significant amount of MP to use.
Level 91 Skill
Fragmentation: Passive. Much as a crafter can create objects, they can easily break them back down to their base materials. By placing a hand on a crafted object, the crafter can quickly reduce its durability in seconds. After 30 full seconds, the object will appear to be completely destroyed. However, this is merely a temporary magic performed through strong infusions of mana. After about 10 minutes, the object will return to its prior condition. Obviously due to the amount of concentration needed to perform this skill, it is likely impractical in battle.
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THE roleplaying subclasses Accountant | Level 1 Skill
Negotiation: Passive skill. Using their powers of negotiation, an accountant is able to bargain prices in order to save their much-needed funds. An accountant pays 10% less Gold when renting guild halls, purchasing buildings, and hiring NPCs. This bonus extends to their guild, but Negotiation does not stack regardless of other Accountants in the guild.
Level 11 Skill
Economic Intraining: Accountants are able to utilize their money-balancing skills to make quick profits. When claiming AP in an AP Claim, the Accountant may exchange any amount of AP they would otherwise gain in order to gain 200 Gold for every point of AP exchanged.
Level 21 Skill
Eye for Business: Accountants live by their pocketbooks and thus can start to maximize their understanding of economies and trade as though it were second-hand nature. The Accountant receives +10% base AP from posts in Commerce Threads (0.85x total AP).
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Acrobat | Level 1 Skill
High Jump: Passive. One of the most basic tricks of the Acrobat's specialty is their ability to jump greater heights than any average person. The Acrobat's maximum jumping height is doubled. While this skill might seem otherwise mundane, it can allow one to reach places that would be difficult for many others.
Level 11 Skill
Balance Mastery: Passive. The Acrobat's training in their overall athletic abilities allow for them to maintain a greater sense of balance than any ordinary human. The Acrobat is treated to have the Adventurer skill [Fall Defense] if they do not already have it. If the Acrobat already has the skill, the damage reduction offered by the skill is doubled. Additionally, the Acrobat will be able to walk on icy surfaces without sliding or slipping.
Level 21 Skill
Air Step: Passive. A skill born from a combination of acrobatics and magical power from this world. The Acrobat is able to perform a second jump at any time in mid-air. This skill allows them to effectively double their already improved jumping abilities. It has a number of other effects such as a dodge or feint.
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Advertiser | Level 1 Skill
Promotion: An advertiser gains 0.5 Advertiser AP for every forum they post our forum's advertisement to. To avoid abuse, the Advertiser may only receive Advertiser AP if this advertisement is a Link Back in response to another site's ad. The advertiser may claim this bonus in the claim thread by linking to the thread they posted on the target site. They should then reply to the other site's advertisement with a message saying 'Linked Back' to avoid multiple link backs. Level 11 Skill
Billboard: The advertiser has the ability to create signs resembling sticky notes. This is done by simply opening the interface, entering some text, then placing it on a surface. These signs can be taken down or moved and disappear after an base time limit of an hour. For every level the user possesses in the Advertiser subclass, they are able to create one sign. For every 10 levels the user possesses in the Advertiser subclass, increase the base time limit of a sign's duration by one hour.
Level 21 Skill
Pop-Up: The advertiser emits a gentle shockwave from their body out to a ten-foot radius. Any non-party members within this range suddenly have either their inventory, skill, quest, friend list, or minimap windows forcibly opened. This sudden pop-up window will no doubt cause a distraction in targets. Of course, this doesn't work very effectively on monsters.
Level 31 Skill
(Currently unknown.)
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Animal Trainer | Level 1 Skill
Scout: The Animal Trainer attempts to recruit a monster to their cause in order to create a temporary partner. This is often done by approaching the monster without startling or aggravating it. If performed successfully, a tamed monster will fight by the Trainer's side for a few minutes before control is lost and the monster returns to the environment. Certain situations might make this duration last longer or shorter; acts of kindness toward the tamed monster will make it stick around for longer, while excessive demand will make the Trainer quickly lose favor with the monster. Only one monster can be tamed at a time at the early levels.
Level 11 Skill
Domesticize: This skill allows the Animal Trainer to tame a monster to an extent where it becomes a full-fledged companion. The Animal Trainer is allowed one slot in the menu for a monster summon, where tapping this slot allows for the summoning and desummoning of the monster. After a monster is summoned, no other monsters can be summoned. After it is desummoned, that particular monster cannot be resummoned for a full minute. If a monster is defeated in battle, it is permanently removed from the slot.
Level 21 Skill
Pacify: One of the most important talents of an Animal Trainer is the ability to calm wild creatures and slowly gain their trust. Pacify can be said to be the Animal Trainer counterpart of the Courtesan's Allure skill - it can be toggled to cause a change in all nearby monsters' behavior. The Animal Trainer's monster slot limit is passively increased by 1. Monsters of a Docile and Curious nature become Friendly, allowing them to be tamed with a greater success rate. Monsters of a Cowardly or Wary nature become Docile. Monsters of Predatory or Aggressive nature become Wary. Keep in mind that monsters of the Sentient nature are unaffected by this skill. This skill has a maximum duration of 30 seconds and a cooldown of 10 seconds after it has worn off or was forcibly terminated.
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Apothecary | Level 1 Skill
Concoction: Using their knowledge of herbs and natural remedies, the apothecary is able to treat others. The load time for this skill is ten seconds, and the target's HP is restored by 10%. Any physical status effects will also be cured. Due to a risk of possible toxicity effects, Concoction cannot be used on the same target more than once per thread.
Level 11 Skill
Dose Efficacy: Passive skill. The Apothecary's ability to purify a treatment to reduce side effects and improve efficacy has resulted in an improvement of the Concoction skill. Concoction may now be used multiple times in a thread, but if a character was targeted by Concoction, it cannot be used on them again for their next 2 posts.
Level 21 Skill
Medicine Mixing: The Apothecary may now perform Pharmacist crafting for crafts up to Level 10. If the Apothecary's crafting subclass is already Pharmacist, then they are able to craft items 5 levels higher than their crafting class's level. If the Apothecary targets an ally with a potion, that potion's effect is increased by 25% in effect and duration.
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Apprentice | Level 1 Skill
Orientation: The apprentice's talent is their eagerness to learn from others. By using this skill and selecting a party member controlled by another RPer, Orientation transforms into one of the target's Level 1 Subclass Skills. This lasts until the end of the thread. This skill cannot be used to perform crafting or research outside of the Apprentice's crafting class.
Level 11 Skill
Intraining: The apprentice's ability extends beyond practical knowledge and into the combat realm. This skill may be used to target a party member controlled by another RPer. If that party member is able to use a particular type of equipment, the Apprentice may also use that equipment without penalties. This effect lasts until the end of the thread. Additionally, Orientation can now be used to copy Level 11 Subclass Skills.
Level 21 Skill
Aptitude: Passive. Apprentices who have accumulated enough knowledge from observing others will be able to use that knowledge to their advantage once they finally set out. When the character switches from the Apprentice subclass to another subclass, that new subclass is treated as though its level were increased by 10% of the Apprentice level (If switching from Level 30 Apprentice to Level 1 Gardener, Gardener is treated as though it is Level 4 [1+3]). Level progression is still treated normally, however. This skill cannot raise a character's subclass level past 90. Additionally, Orientation can now be used to copy Level 21 Subclass Skills.
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Berserker | Level 1 Skill
Outrage: In times of desperation, the Berserker's physical abilities start to shine. When the Berserker's HP falls below 25%, their damage output increases by 5%. When the Berserker's HP falls below 10%, their damage output increases by 10% instead.
Level 11 Skill
Wrath: Toggle skill. The Berserker's fury cannot be contained. After this skill has been toggled, all damage debuffs cast by the enemy and affecting the character are inverted and become buffs instead. Wrath may also reverse a single damage debuff suffered by the character due to their own active skill effect into a buff. Any additional damage debuffs due to the character's active skill effects are applied normally. While this skill is toggled, the character may not be healed in any way.
Level 21 Skill
Adrenaline: One of the Berserker's signature abilities. A skill that is automatically activated when the character's HP reaches 0. Their body then shines with a golden aura, allowing them to continue fighting for up to 5 seconds before falling unconscious and reviving at the Cathedral 10 seconds later. Any damage the character takes while in this state is nullified. Of course, the character may also be safely resurrected while this skill is in effect. After Adrenaline has activated, it goes into cooldown for 10 minutes.
Level 31 Skill
Bloodlust: A toggle skill known by many for its sheer brutality but near uncontrollable onset. This skill causes the character's entire body to glow a bright red. For the next 10 seconds, the character takes 50% less damage but will automatically target the nearest character (including allies) and perform attacks on that character for the duration of this skill's effect. The character may not select any other character other than the target for an attack or skill. All attacks performed against the target character have their damage increased by 25%. If the targeted character is defeated, the character will move onto the next closest target. This skill has a cooldown of 1 minute.
Level 41 Skill
Transcending Bloodlust: The Berserker may extend the effects of Bloodlust to a maximum of 30 seconds. While under the effects of Bloodlust, the character may momentarily regain a moment of sanity, allowing them to pause the skill, temporarily canceling its effect and freezing its remaining duration for 5 seconds. After 5 seconds, Bloodlust will activate again and the character will recalculate and target the closest character as an attack target. Additionally, Adrenaline's duration increases to 10 seconds. The character receives a Super Armor effect while Adrenaline is active, preventing them from being knocked back or knocked down from any other effects.
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Bodyguard | Level 1 Skill
Valor Guard: Passive. A Bodyguard prides themselves on being able to take a blow for their comrade. When the user takes the hit for an attack that originally targeted another character, increase the user's defense by 25% for the duration of that attack. This buff only applies once per attack.
Level 11 Skill
Reprimand: Passive. Any capable Bodyguard would ensure that their assailant won't be able to get away with it so easily. If an opponent dealt melee damage to the user when they have taken a hit for an attack that originally targeted another character, the attacker takes 10% of the damage they dealt to the user.
Level 21 Skill
Strong Arm: Toggle skill. A Bodyguard's job is not only to protect a comrade, but also to have the sheer strength to rough someone up when necessary. Increases the damage of all your non-skill melee attacks by 10%. Decreases the damage of all your non-skill ranged attacks by 10%.
Level 31 Skill
Noblesse: Toggle skill. A Bodyguard never backs down from a daunting challenge as long as their allies' lives are on the line. When the character's party is fighting a non-boss monster, the entire party's armor defense levels are considered to be increased by an amount equal to 10% of the monster's level. Boss monsters and other characters in PVP will still deal normal damage to the character and their party. This skill's effect does not stack.
Level 41 Skill
Noblesse Oblige: Passive effect. Noblesse may now activate and apply its effects when the character's party is fighting a boss-level monster or another character in PVP. Additionally, while Strong Arm is toggled, your non-skill melee attacks have a 25% chance to knock the enemy back about a meter upon impact. If not blocked or dodged, there is a 10% chance of knocking the target down, forcing them to spend a few seconds getting back up.
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Cavalier | Level 1 Skill
Jousting: The Cavalier's specialization in horseback combat is revealed in their greater proficiency of lance combat. Any two-handed spears or polearms wielded by the Cavalier become one-handed while they are mounted. Additionally, if the Cavalier's main class would normally penalize them from using spears or polearms, this skill allows them to use spears and polearms without penalty.
Level 11 Skill
Squire Training: The bond between the mount and owner is strong enough that it will temporarily stand by its owner. The mount's HP is increased by 50%. It will still automatically desummon if its HP would otherwise drop to 0. Mounts desummoned in this way by non-Cavaliers cannot be summoned again for 30 minutes.
Level 21 Skill
Conditioning: Long hours of training have finally caused the bond between mount and rider to grow, allowing them to take on everything as partners. While this skill is active, the mount's land movement speed is passively increased by 25%. Toggle effect: increases the mount's movement speed by 200% for 10 seconds but prevents it from changing direction without having to stop. This effect then goes into cooldown for 30 seconds.
Level 31 Skill
Heraldry: Passive. When mounted, the Cavalier may use any of the following skills as though it were in their skill list: Guardian's Shield Smash, Swashbuckler's Fold Step, Shaman's Barrier Crash. Cooldowns and animation times for each of these skills are applied normally. If the Cavalier has already learned one of the forenamed skills, then the skill's cooldown is reduced by 1 second when not mounted.
Level 41 Skill
Gallant Steed: The bravery of the mount improves, allowing it to dive right into danger to support its owner. Increases the mount's HP by a further 50%. If a Cavalier's mount would otherwise drop to 0 HP from an attack, it is left at 1 HP. Also, if a Cavalier would otherwise take lethal damage from an attack while mounted, that damage is halved and the mount takes the other half of the damage. Activating either of these effects causes this skill to go into cooldown for 60 seconds.
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Courier | Level 1 Skill
Checkpoint: When you're supposed to be delivering items all over the country, you need to be able to keep track of where your clients are supposed to be! This toggle skill scans the Courier's quest log and notifies them of each destination point or individual they need to meet with in order to complete the quest. This works as a tall pillar of light that can be seen from up to 100 meters away. Additionally, if the Courtier possesses a map of the list, these points are marked with a [QUEST] icon. Only the Courier is able to see these details.
Level 11 Skill
Express Delivery: The Courier may perform this skill to double their movement speed for 15 seconds. This skill has a cooldown of 30 seconds and automatically deactivates whenever the Courier is engaging in battle or is targeted by an enemy. Checkpoint's range also passively increases by 100 meters.
Level 21 Skill
Backtrack: A skill that causes the Courier to be able to envision the past hour's worth of travel seen from their own eyes, accelerated in the timespan of about a minute. This skill is obviously quite useful for a Courier to remember the routes and actions they took recently. It is not very effective for remembering anything that the Courier did not pay very close attention to, however. Backtrack has a casting time of 5 seconds, a duration of 60 seconds, and a cooldown of 5 minutes. If the Courier makes any manual movement while Backtrack is active, the vision is stopped.
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Courtesan | Level 1 Skill
Allure: A toggle skill that can be used anytime in a conversation with People of the Land. It allows the Courtesan to smooth over any mistakes and retain the target's attention. Often, this skill can also be used to obtain information that would otherwise require long interrogation. Allure's effect scales with the Courtesan's subclass level, becoming more effective at higher levels.
Level 11 Skill
Knot of Leverage: The power of seduction is an especially powerful weapon, and any capable Courtesan knows how to manipulation these bonds to their advantage. Usable only on targets affected by Allure. A skill that connects the Courtesan to their target by a transparent red string of mana, Knot of Leverage restricts the target from dealing any damage to the Courtesan. Violation of this restriction results in the target taking minor damage and suffering a 3-second stun effect. After this skill is used, Allure's effect on the target is canceled and must be reapplied again in order to activate this skill on the same target.
Level 21 Skill
Celebrity Concubine: Influential Courtesans will not only be able to appease a single person at a time, but everyone within their range of influence. This toggle skill causes the Allure skill to activate upon all nearby People of the Land within 10 meters. This skill is thus highly effective for reducing the tension among a crowd of Landers and can even be used as a setup for mass usage of Leverage Knot for the truly blackhearted. After Allure is used when this skill is toggled, this skill goes into cooldown for two minutes.
Level 31 Skill
(Currently unknown.)
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Dancer | Level 1 Skill
Pacifying Dance: A skill that allows the dancer to perform beautiful dances to momentarily captivate those who see it. For the next 30 seconds, monsters within 25 meters have their nature changed. Aggressive and Predatory monsters become Wary. Wary, Aloof, and Cowardly monsters become Docile. Docile monsters become Friendly. This effect does not work against monsters that are already engaged in battle when this skill was used.
Level 11 Skill
Sword Dance: While a one-handed weapon is equipped, the Dancer may perform this skill to perform a rapid spin and slash surrounding enemies. If a monster struck by this attack is already targeting another character, it does not draw aggro. When Sword Dance is being performed, any ranged attacks targeting the Dancer bounce off, dealing only 25% the original damage to the Dancer.
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Exorcist | Level 1 Skill
Holy Banishment: The Exorcist covers their palm in a glowing light and points at a target, releasing a semi-transparent laser forward. If the target was an aggressive monster, they drop aggro on the party for a few moments and may even retreat. If the target is an Undead or Spirit monster, or if they are weak to abilities of the Light element, then this skill knocks them back and deals light damage. It has a cast time of 1 second and a cooldown time of 10 seconds, and its potency increases with a higher Exorcist level.
Level 11 Skill
Divine Ward: This skill requires an open space of at least six feet around the Exorcist in all directions, ignoring obstacles. The Exorcist's palm glows as they strike the ground, forming a magic circle with a radius of five feet around the Exorcist for a minute. All Undead or Spirit monsters within the boundary are blown out of the boundary and take constant damage as long as they are within the boundary. This skill's duration is 75 seconds.
Level 21 Skill
Aetherial Flash: The Exorcist gathers mana in the surrounding area and aspects it into the light element. This extends the time it takes for a non-light elemental skill to be used, especially those of the opposing darkness element. Upon the activation of this skill, all characters within 10 meters (including the user and allies) receive an Aetherial Flash debuff. While an Aetherial Flash debuff is active, all elemental skills performed by the user that are not light attribute have their casting or animation time increased by 1 second. Darkness attribute skills have their casting or animation time increased by 2 seconds instead. As soon as a character successfully uses an elemental skill that is not light attribute, or after 10 seconds have passed, the Aetherial Flash debuff is canceled. This light attribute skill has a casting time of 3 seconds and a cooldown of 10 seconds.
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Farmer | Level 1 Skill
Harvest: Passive. The Farmer subclass is able to buy seasonal food ingredients for cheap through growing their own crops. Reduce the Material Fee for Brewer/Chef/Pharmacist crafts by 10%. This bonus can be applied to the Farmer themselves if they are crafting, or it can be applied to a craft where the Farmer is receiving the craft. Reduce the Material Fee of any seasonal crafting material used in the Farmer's crafting recipes by a further 10%.
Level 11 Skill
Animal Husbandry: The Farmer gains an ability similar to an Animal Trainer by being able to tame monsters and animals at Level 5 and below. Unlike Animal Trainers, the Farmer may train up to 5 animals at a time but cannot summon or desummon them in battle. Typically farm animals such as cows and sheep are selected due to their inherent use. Harvest's food yield increases by 1.
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Fisherman | Level 1 Skill
Mariner: Passive skill. As opposed to the usual player's one-minute limit, the fisherman may remain submerged in the water for two minutes before having to resurface for air or suffer gradual damage. Their movement speed in the water is also not reduced compared to a player's normal speed reduction of 20%.
Level 11 Skill
Marine Cure: Passive skill. The fisherman may remain submerged in the water for up to three minutes before resurfacing. They take 10% less damage against attacks of the Water attribute. Also, as long as they are in the water, they gain a passive HP regeneration rate of about 1% HP per 10 seconds.
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Fortuneteller | Level 1 Skill
Prediction: The fortuneteller is able to see into the future and predict certain situations. This skill allows them to survey an area of radius 5 meters from their current position. All monsters that will spawn within the next 5 minutes will appear as semi-transparent figures with timers above their heads showing their spawn time. This information is only visible to the Fortuneteller. While some Fortunetellers use this as a way to avoid trouble, there's been a number of field boss hunters who like to have one with them so that they can predict the incoming monster and make preparations.
Level 11 Skill
Prophecy: The fortuneteller declares the name of a skill while in combat with an opponent, at which the skill's icon flashes above the fortuneteller's head. If the opponent uses that skill within the next 20 seconds, then the fortuneteller and their party members receive minor healing. Against an opponent with predictable combat patterns, this skill can serve as a helpful sustainer. Prophecy wears off after a successful declaration, and its cooldown time is 40 seconds from the moment it is used.
Level 21 Skill
Fortuna's Blessing: When the Fortuneteller was involved in a storyline event or field boss thread and obtains their rewards, they may request for a reward reroll for up to two participants in that claim. If this request is also confirmed by a targeted participant, the reward is updated and changed to the new result. Reward reroll requests must be done within a week of the rewards being posted and the previously listed reward must not have been used or traded in any way.
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Gardener | Level 1 Skill
Weeding: Toggle skill. Gardeners not only have a green thumb, but the ability to bring destruction to that which they give life. They inflict 20% more damage when fighting a Plant-type monster and take 10% less damage from Plant-type monster attacks.
Level 11 Skill
Green Thumb: The Gardener possesses expertise in organizing plants to promote a relaxing home atmosphere. Increase the amount of furniture you can placing in a Guild or Personal Housing by 2. These two slots can only be occupied by Plant-based furniture. Additionally, the Gardener provides +2 REC to all Gardens, Greenhouses, and Farms in Personal and Guild Housing. This skill effect may stack.
Level 21 Skill
Horticulture:
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Gunslinger | Level 1 Skill
Outlaw: Toggle skill. Gunslingers have an affinity with firearms, allowing them to use firearms without penalty if their main class is normally not able to wield firearms. When Outlaw is toggled, the Gunslinger will see the remaining number of bullets in their current magazine and the total amount of bullets remaining in their inventory, displayed at a corner of their vision. If the firearm is empty and requires reloading, the number will be displayed in red.
Level 11 Skill
Suppressor: Toggle skill. This skill can be toggled to reduce the noise generated from firearms by 75%. It also reduces the recoil from firearms and the Wind Bullet skill by 50%. When this skill is toggled, the Gunslinger's aggro from damaging a monster with firearms is reduced by 50%. However, the damage from firearms while this skill is active is reduced by 25%.
Level 21 Skill
Bullet Storm: Active skill. When this skill is activated, the Gunslinger is considered to have an infinite amount of bullets for 5 seconds. The ammunition used for this skill is treated as though it were the basic bullet type. After this skill wears off, the current magazine of the firearm becomes empty, requiring the Gunslinger to reload. This skill has a casting time of 1 second and a cooldown of 60 seconds.
Level 31 Skill
Akimbo: Toggle skill. Wind Bullet may now be performed with two free hands or dual firearms, causing two projectiles to be able to be fired with the skill. The two shots must be fired within 0.5 seconds or else the cooldown of Wind Bullet will take place accordingly. For non-Swashbucklers, this skill halves the dual-wielding penalty for having two one-handed firearms equipped. For Swashbucklers, this skill further reduces the recoil from firearms and the Wind Bullet skill by 25%.
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Hitman | Level 1 Skill
Bounty: Passive skill. After a completed PvP thread, if the Hitman was victorious in battle, they gain an amount of gold equal to the amount that they acquired from their posts. The PvP thread is then locked after this bonus is applied. To apply this bonus, PvP fights cannot be solo threads versus NPCs.
Level 11 Skill
Declare Bounty: A hitman can designate one humanoid target as their bounty per thread. This target must be within the hitman's unobscured eyesight. They gain an accuracy, damage, and critical chance bonus when attacking their target. Every ten levels after obtaining this skill, they can designate one additional target per thread.
Level 21 Skill
Stakeout: Active skill. The character may now mark a single target within 10 meters as long as the target is within their field of vision. Only one target can be marked at a time. The target's silhouette is highlighted red for 10 seconds, visible only to the user and their party. This highlighted silhouette may still be seen even if the target moves out of view. This skill has a casting time of 0.5 seconds and a cooldown of 3 seconds. Only one highlight may be used on a target at once; any other highlights will only reset its duration. The highlight is canceled as soon as the target engages in battle with the user.
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Housekeeper | Level 1 Skill
Busybody: The housekeeper can produce Level 1-10 items as though they were a Chef, Tailor, or Woodcrafter. If the housekeeper's crafting subclass is one of these classes, then they are able to craft items 5 levels higher than their crafting class's level.
Level 11 Skill
Feng Shui: The Housekeeper's talent to organize a room for maximum space efficiency yet with an aesthetically pleasing appearance is unparalleled. Increase the number of Furniture you can place in a Guild or Personal Housing by 3. This skill effect may stack.
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Hunter | Level 1 Skill
Marksmanship: Passive skill. The Hunter's bow damage passively increases by 10% to all monsters and an additional 10% to beast-type monsters. Additionally, if the Hunter's main class would normally penalize them from using bows, this skill allows them to use bows without penalty.
Level 11 Skill
Scope: Toggle skill. Scope is widely known among Hunters as a helpful targeting tool for those without ranged weapon experience in real life, although it's said that the most experienced Hunters prefer their own senses over this system-assisted action. When this skill is turned on, crosshairs appear in the Hunter's vision whenever they are equipped with a ranged weapon. The trajectory of the Hunter's throw or shot will automatically be adjusted in the direction of the crosshair. There is a certain level of deviation associated with this skill, which gradually decreases every 10 levels.
Level 21 Skill
All-Terrain: Toggle skill. The hunter class is best known for its increased adaptability with bows. This aptitude can even allow the subclass to mimic the actions of other main class fighting techniques by adjusting one's shooting trajectory. The Hunter is allowed to use main class melee thrusting skills or throwing weapon skills using projectiles from a bow or crossbow. This skill only works best when used at point-blank, so its maximum range is 1 meter if used to activate a thrusting skill. Additionally, skills that involve bows or crossbows have their cooldowns reduced by 20% when this skill is active. After a thrusting, throwing weapon, or bow skill was used while All-Terrain is active, there is a cooldown of 30 seconds before it can be activated again.
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Idol | Level 1 Skill
Showtime!: The Idol raises their arm in the air and causes a spotlight to shine upon the target. This spotlight starts at 2 meters above the target's height and stretches down to cover their body within its radius. When Showtime! is in effect and used in a battle, any characters standing underneath the spotlight will have their aggro temporarily increased. Enemies that do not rely on vision to detect targets are unaffected by this skill. If it is used on a crafter in a crafting thread (cannot be a speed craft), the light serves as inspirational support and can be applied as a Production Bonus, increasing the final level of the craft by 1. This bonus can only be applied once per thread per character. Items cannot have their levels increased past Level 90 by this effect. If it is used in any other context, this skill can serve as a temporary light source. The spotlight is stationary and does not move, so it is fairly simple for an enemy to escape from attention. Showtime! has a casting time of 5 seconds, a maximum range of 5 meters, a duration of 30 seconds, and a cooldown time of 60 seconds.
Level 11 Skill
Confetti Bomb: The Idol generates a small sphere in their hand that can be thrown at anything or anyone. Upon impact, the Confetti Bomb will make a squeaky loud noise at the point of impact and explode into a shower of colorful streamers. No damage is dealt, but it will certainly distract a foe that did not see it coming. This skill complements the Showtime! skill fairly well on monsters that do not rely on vision, causing them to draw aggro toward the point where the bomb was thrown. What's more, the streamers become a temporary physical object after the animation, allowing a resourceful Idol to light them on fire or blow them into enemies' faces should it be used during a strong wind. Confetti Bomb has a casting time of 2 seconds and a cooldown of 10 seconds. The streamers will disappear within 60 seconds after a Confetti Bomb was thrown.
Level 21 Skill
Enthralling Performance: No Idol is complete without their very own set of melodies to serenade their fans with! This skill allows the Idol to learn the Bard skill [Siren Solo] as a Beginner-level skill without taking up a skill slot. Three other Tier I Bard skills may be bound to this skill, allowing the Idol to use those three skills without having them take up skill slots. Upon the Idol obtaining this skill, they must designate which three skills they would like to apply for this skill. In order to change skills affected by Enthralling Performance, the Idol must submit a standard Skill Change request and designate the three skills they would like Enthralling Performance to cover. If the Idol's main class is Bard, then Siren Solo's cooldown is additionally reduced by 5 seconds after any reforge or enchant effects have been applied.
Level 31 Skill
Inspiration: Idols have a way with using words and their own image to instill courage in others. When this skill is toggled, the Idol shouts an short inspiring phrase toward a target, increasing either their movement speed by 10%, current and maximum HP by 10%, or suspending a single Mind debuff. The effect chosen lasts for 10 seconds. To use this skill, the target must be able to hear and understand the Idol, thus it cannot be used on monsters without the Tongue of Nature skill, for example. If the HP buff was chosen and the target's modified HP should drop below 10% their total HP, they are reduced to 1 HP upon cancellation of the buff. If used in a craft thread, the target's Production Bonus is further increased by 1 during this skill's duration. Inspiration has a casting time of 1 second. Inspiration cannot be used on oneself and it has a cooldown of 10 seconds.
Level 41 Skill
Divine Inspiration: Inspiration may now be used on Adventurers whose HP dropped to 0. The Idol can shout at them to get back up, which causes the target to be immediately revived with 1 HP. The target must be able to hear and understand the Idol in order for this skill to be used. Some Idols like to make their inspiration revival quotes as short and sentimental speeches, while others skip the pretense and just shout things like "Get the neep up!" When Inspiration is used in this way, it enters its normal cooldown. Additionally, Divine Inspiration enters a cooldown of 30 seconds. When Divine Inspiration is in cooldown, Inspiration cannot be used to revive any other character.
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Merchant | Level 1 Skill
Haggling: Using an eye for money and sharp negotiations, Merchants can save up a lot of money in the long run. Merchants gain a passive 10% discount in Material Fees when crafting. This bonus also extends to a crafter who is crafting an item where the Merchant is the receiver. Please mention that you have this skill when you are submitting the craft thread to be claimed.
Level 11 Skill
Embargo: Single target. The Merchant points at a target and releases a light beam forward from their finger. The target cannot use items during their next post. This skill may not be used consecutively on the same target.
Level 21 Skill
Miserly Monopoly: When you're rich and weighed down by gold, you can bet that anything you hit with your gold bag will hurt all over. The Merchant summons a heavy gold bag and swings it at the target. The damage of this attack is treated as though it is blunt damage, but the Merchant does not need to have blunt weapon mastery to use this skill. The gold bag is treated like a Level 10 weapon, increasing in level for every 100 gold the Merchant possesses. If used by anyone else, it does not gain in level. The gold bag's level is calculated the moment the Merchant uses the skill in a thread, so the Merchant should document their gold amount if RPing in an official thread. Regardless of the amount of gold possessed by the Merchant, the gold bag's level is capped at 5 levels above the Merchant's RP subclass level. This skill has a casting time of 2 seconds and only one gold bag can be summoned and equipped at a time.
Level 31 Skill
Share the Wealth: The Merchant's generosity is advantageous to everyone, even while in battle. The Merchant may now summon up to two gold bags and party members may now wield a summoned gold bag with full bonuses. Additionally, Material Fees for the Merchant and any crafter they request from are decreased by an extra 15% through Haggling's effect.
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Pathfinder | Level 1 Skill
Battle Perception: Toggle skill. Battle perception allows the Pathfinder to notice nearby monsters more easily by displaying their names and levels above their heads. It allows the Pathfinder to detect monsters about 3 meters further than a normal character, and is most useful for preventing ambushes.
Level 11 Skill
Positioning Ping: The Pathfinder concentrates mana to a single point until it collapses, pulsing outwards with a loud pinging sound in a sphere with the caster at the center. While this does not damage or reveal any foes, it grants the caster a fuzzy concept of the geography in a region of 5 meters around them. This ability is particularly helpful in areas of low visibility. If used inside a structure, it gives the caster an idea of the layout around them although range is decreased by 33%. Starting at Level 20, every 10 levels in Pathfinder increases the range of the skill by 2 meters. This skill has a cooldown time of 1 minute per use.
Level 21 Skill
Landmark: The Pathfinder declares an particular inanimate object as a landmark, causing a large semi-transparent pillar of light to rise from the position of the object. This light stretches to the sky unless impeded and can be seen up to a mile away. Only the Pathfinder and their party members may see this effect, however. The effect of this skill lasts for up to half a day unless a different landmark is declared or the landmark is moved or destroyed. It is often used as a handy signal to search for lost party members or to designate one's position when traveling in uncharted territories. It's said that this skill was the key to deciding the outcome of a contest in the Chinese server to reach the summit of Mt. Everest. This skill has a casting time of 5 seconds and a cooldown of 100 seconds.
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Priest / Priestess | Level 1 Skill
Holy Aura: A skill that places holy protection upon the target, lasting for an entire hour. Characters affected by Holy Aura recover from Mind/Curse status effects twice as fast as usual. Optionally, the Priest may also choose to have Corruption from Miasma and Heretic skills will now start to decrease two cycles after exposure, instead of three. This skill has a casting time of 4 seconds and a cooldown of 60 seconds. Recasting the skill causes its duration to reset.
Level 11 Skill
Spiritual Boundary: Select an attribute: darkness or light. The Priest takes two fingers and swings their arm, drawing a 3 meter line in the ground in the direction their fingers were pointing. This line emanates spiritual energy which rises upward to form a 2 meter wall of energy. Attacks of the chosen attribute have their damage halved when passing through this ability and non-boss monsters of that attribute are unable to pass through the wall. Both this skill's duration and cooldown is 10 seconds.
Level 21 Skill
(Currently unknown.)
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Puppeteer | Level 1 Skill
Act One - Exposition: This skill passively allows the character to use a Control Bar and Puppet in battle at the cost of an off-hand equip. Control bars count as one-handed equips, but can be used two-handed. A puppet may be controlled with one hand but its attack speed will be reduced by 50%. When determining the level of Puppets and Control Bars that the Puppeteer may equip, they may use their Puppeteer level in place of their Main Class Level if it is higher. The Puppet's item level is capped at 10 levels above that of the Puppeteer's main class, regardless of their Puppeteer level. Its active effect allows the Puppeteer to send the puppet forward and grab the target. This results in a movement bind status effect. The amount of time it takes for an enemy to break free in seconds is equal to the level difference between the Puppeteer's main or roleplay class (whichever is higher) versus the target's main class, divided by 10. If the difference is less than 5 or is negative, the break time becomes 0.5 seconds. This skill goes into cooldown for 5 seconds after a target breaks free.
Level 11 Skill
Act Two - Inciting Event: The Puppeteer passively becomes able to equip a weapon in the Puppet's grip. This weapon is not actually equipped from the menu, but taken either from the inventory or surrounding environment. The ability for a Puppeteer to control a weapon even while standing from a distance means that any weapon can be used for mid-ranged fighting. Its active effect causes the Puppet to perform a taunting gesture and draw aggro from enemies currently in combat. This skill has an animation time of 2 seconds and a cooldown of 8 seconds.
Level 21 Skill
Act Three - Fateful Encounter: The Puppeteer's mastery of puppet control allows them to skillfully wield a control bar in one hand. The attack speed penalty for using a control bar as a one-handed equip is nullified. Additionally, the Puppeteer may choose to wield the control bar with both hands in order to equip the Puppet with an additional weapon by Act Two's Inciting Event's effect. This skill's active effect allows the Puppet to be quickly retrieved to the Puppeteer's side. If there are any enemies within a 1 meter radius of the Puppeteer, it will spin once around the Puppeteer and deal minor damage and a knockback effect to those enemies. This skill has an animation time of 1.5 seconds and a cooldown of 10 seconds.
Level 31 Skill
Act Four - Emergent Rival: The Puppeteer may now dual-wield Control Bars, allowing them to control two puppets at a time. There are no dual wielding penalties as long as only two Control Bars are equipped. When Puppeteer skills are used while Control Bars are dual-wielded, the Puppeteer may treat the active skill effect as though it applied to both puppets. This skill's active effect causes the puppet's arms to be propelled forward from its body to home onto and strike a designated target within 10 meters (if the puppet has more than two arms, only two will be fired). After the target is hit, the arms will quickly teleport back to the puppet's body. Arms carrying weapons cannot be fired by this skill. This skill has an animation time of 2 seconds and a cooldown of 5 seconds.
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Sage | Level 1 Skill
Sense Element: Sages are sensitive to the different forms of mana once it has polarized into the eight main elements. Sense Element allows the Sage to home in onto a specific element and obtain a vague impression of that element's location. This can be useful for searching for water sources when traveling through a dry desert or for being able to navigate oneself through a dark cave by following the trail of light or wind mana. Of course, based on the context of the environment, this skill may not be particularly helpful at times. Using it while sailing on the high seas to search for water mana, for example, will probably overload the Sage's senses. Sense Element has a casting time of 10 seconds, a range of 25 meters, and a cooldown of 60 seconds.
Level 11 Skill
Summon Element: A skill that allows the Sage to beckon the surrounding mana to change into a requested element. Activating this skill allows the Sage to summon one of the eight elements in its pure elemental form in the shape of a sphere that fits in the palm of a hand. Conjured fire mana will look like a burning flame while darkness mana will resemble a black amorphous mass. Summon Element has a number of practical uses for the crafty Sage, but generally the size of the elemental conjured means that it does not make a very effective ability to damage an enemy with. Summoned elements generally do not last in a foreign environment for long and any conjured substances will usually fade away anywhere from a matter of seconds to a few minutes. Summon Element has a casting time of 5 seconds and a cooldown of 25 seconds.
Level 21 Skill
Commune Element: Sages are known for their ability to communicate with mana, a phenomenon that is known to be very foreign and unusual to many others. The Sage enters a trance and starts to communicate with something nearby. For example, they are able to speak with the fire mana from a nearby bonfire or the earth mana that makes up an old signpost. When communicating with one of the eight elements, the Sage will interact with the element as though it were a living being. Mana, being omnipresent, is often described as being a notoriously vague conversation partner. For instance, one may talk to the wind mana in an area to ask if anyone else was recently there. The element will often carry the conversation by speaking in riddles, sometimes leaving the converser more confused than they originally had been. Communication with an element requires a great amount of focus, making it near impossible to use in a tense situation. Commune Element has a casting time of 30 seconds and a cooldown of 120 seconds the moment the communication is interrupted.
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Scholar | Level 1 Skill
Evaluate: This skill allows the scholar to gain additional details about the enemy. While most players can access an interface that shows the monster's name, level, current HP, and current MP, the scholar obtains an additional interface when this skill is used. It has a one second cast time and one second cooldown time. The target's elemental weaknesses and a brief summary of their skills will be made available to the Scholar any time they access the target's interface.
Level 11 Skill
Foresight: Toggle skill. Whenever an opponent performs an offensive skill, an information bar will appear in the top section of the Scholar's vision for a few seconds. This bar contains the name of the intended skill and the name of the intended target. For Scholars who have extensively studied monster skills, this ability will come in handy to warn teammates of an impending threat.
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Sigilmaker | Level 1 Skill
Seal of Aquarius: The Sigilmaker is able to create emblems which passively raises a target's stats for a short duration. This skill has a casting time of 5 seconds and a cooldown time of 10 seconds. When using this skill, the Sigilmaker must declare one of the following stats: Strength, Dexterity, Agility, Intelligence, Wisdom. The target will receive an Aquarius Sigil buff and the stat selected will be increased by 5% for the duration of the target's next post. Only one Aquarius Sigil can affect a single target at a time. For every 10 levels the Sigilmaker achieves, the duration of an Aquarius Sigil increases by 1 post.
Level 11 Skill
Seal of Pisces: The Sigilmaker is able to create emblems which passively changes a fighter's elemental properties. This skill has a casting time of 5 seconds and a cooldown time of 10 seconds. When using this skill, the Sigilmaker must declare one of the following elements: Fire, Ice, Lightning, Water, Earth, Wind, Darkness, or Light. The target will receive an Pisces Sigil buff and their physical attack damage will partially change to that type for the duration of the target's next two posts. Enemies weak to the respective element will take slightly more damage, while enemies resistant to the element will take slightly less damage. Only one Pisces Sigil can affect a single target at a time. For every 10 levels the Sigilmaker achieves, the duration of an Pisces Sigil increases by 1 post.
Level 21 Skill
Seal of Aries: The Sigilmaker uses their ability to temporarily extract an effect from an enchanted item to another. It has a casting time of 5 seconds and a cooldown time of 2 minutes. To use this skill, the Sigilmaker selects a reforged item in their inventory or a teammate's currently equipped item. Then, they select another target which will inherit the reforge for the duration of the next hour. This target must be the same item type as the donor item's (weapon effects only to weapons, armor effects to armor). If the target item has already been reforged, its reforge is swapped with that of the donor item's. It has been shown that a reforge can be placed onto a target's bare hand, essentially giving Monks the power of reforging effects.
Level 31 Skill
(Currently unknown.)
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Tracker | Level 1 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.
Level 11 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.
Level 21 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.
Level 31 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.
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