Post by Mab on May 26, 2014 11:48:07 GMT
[attr="class","ws"] [attr="class","h"]MAB [attr="class","fc"] [attr="class","bi"]REAL NAME: Alice Montgomery [attr="class","bi2"]REAL GENDER: Female [attr="class","bi2"]GENDER: Female [attr="class","bi2"]AGE: 14 [attr="class","bi2"]SEXUALITY: Curious [attr="class","bi2"]FACE-CLAIM: nyaruko, HAIYORE! NYARUKO-SAN [attr="class","bi2"]PLAYED BY: Eevee [attr="class","h2"]Appearance [attr="class","b"] A tall girl for her age Mab has a few distinct features. Shoulder length blonde hair usually tied in two buns. Mab has bright blue eyes that seem to sparkle with joy and unbridled curiosity. Her features are alv like, meaning that she mostly looks human save for her ears which are slightly elongated. Her body tone is on the skinny side this has mostly to do with her height. She is tall for her age. Her body is still very busy with developing incertain area’s so she sometimes feels a little insecure especially when she compares herself to other more perfectly shaped beings. Her real life appearance and character appearance don’t seem to differ that much. Her clothes are whatever she can get her hands on. To say that she is a fashion horror show would be saying a tad too much. However she doesn’t seem tocare if colours don’t match as long as mab feels it looks cute, she doesn’t seem to care what others think. [attr="class","h3"]Personality [attr="class","b"]To say that Alice or Mab is curious would be simplifying matters. But it would be the truth. Mab is so curious she gets in trouble easily. Naturally this is not the only defining character trait Mab has. The girl is loyal, she sticks with her friends and does not abandon them, not ever. Truth be told, Mab does not have that many friends though she is easy to get along with she hardly ever complains. Mab is a trouble maker. Has a big mouth and seems to offend people way to easily. Not because she means to but because she doesn’t seem to filter her thoughts. Thought and speech are synchronous with this girl. Mab usually really doesn’t mean to cause offence, but those with large ego’s often don’t really care for her presence. Mab is in no way stupid but she is careless and carefree meaning there is very little in life she takes overly serious. Her redeeming quality isthat she is honest to a fault. Deception is not in her nature. Lest be said that pranks and practical jokes are something she likes and does not mind to be either the one causing them or being the victim of said jokes. For Mab this is the first MMORPG she is playing, she has no prior experience and is a total noob. She does not care and she will try to figure things out her own way. Her preferred way of figuring things out is by trial and error, but she is an optimistic person so it doesn’tseem to bother her much. [attr="class","h3"]History [attr="class","b"]Her parents where both working as lawyers had little time to care for their daughter. As such they decided that boarding school would be best for their only child. Because of this Alice has spent most of her life living the life of a boarding school girl, visiting home only during the holidays. The girl was known as the troublemaker of her class, and though the nuns loved her, theyoften felt frustrated when the girl skipped class to lay outside on the front lawn on the off day the sun was shining or when she ran out of class just because the girl saw something shiny somewhere. The catholic institute forbade the girl to be part of the choir. It seemed that Alice was especially tone deaf. For a week or so Alice felt bad about it, she got over it quickly as she never really cared that much about choir practice anyways. Raised mostly at a religious place the girl did not seem overly devout. Though she listened to what was said she did have her own opinions about the whole religion thing. Let’s just say it was not the popular opinion for a catholic school. Though Alice also did not have that many friends she did have a few. Those girls who were part of a game club led Alice to start playing Elder Tale. [attr="class","h3"]Extra [attr="class","b"] - Blood type: B Positive - Left-handed - hates waking up or being woken up - loves hamburgers and ice cream |
[attr="class","ws"] [attr="class","h"]statistics and inventory [attr="class","fc"] [attr="class","bi3"]RACE: Half-Alv [attr="class","bi4"]CLASS: Druid [attr="class","bi4"]SUBCLASS: Pathfinder [attr="class","bi5"]CRAFTING CLASS: Pharmacist [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"]Heartbeat Healing: One of the Druid's signature healing spells, Heartbeat Healing is a spell that covers the target in a sparkling green light and delivers gradual HP regeneration to the target every few seconds. It is the primary and most potent spell of the healing core, with many other healing spells rotated in between. [attr="class","skill"]Earthbeat Healing: Heartbeat Healing, in the form of a full party regeneration ability. It covers the target in a sparkling blue light. Understandably, it has a longer cooldown and a slightly lower efficiency than its single-target counterpart. However, it can be stacked with Heartbeat Healing to create a steady rate of healing over time. Be careful, as this skill attracts a high amount of aggro from opponents.. [attr="class","skill"]Familiar; Grey wolf:A summoning ability usable by the Druid class, which brings forth a Grey Wolf pup to fight beside them. The wolf excels in physical offense and speed, making it an excellent companion for those wanting to improve their DPS. However, it is a little more fragile than other beginner familiars such as the Alraune, so caution should be exercised when dealing with tough monsters. The wolf's signature ability is a high-speed pounce that can bounce over to strike nearby foes within a second, although this skill does come with a cooldown of 20 seconds. The wolf's abilities and appearance becomes more impressive as the skill ranks up, increasing the familiar's size. When a Familiar summoning skill is used, any Familiars currently active are canceled. [attr="class","skill"]Lightening fall: The Druid raises their staff over their head and summons an electrical orb. The electricity generated from this orb travels toward the nearest opponent and then moves onto other targets if in close proximity. Additional targets affected by this attack are not aggroed. [attr="class","skill"]Nature revive: A revival skill on par with the Cleric's Resurrection skills. It can only be used if the target has only been incapacitated within the last 10 seconds. This skill will bath the target in blue light and resurrect them with low HP. There is also a slow HP regeneration effect upon revive. The only downside to this ability is that a target cannot be revived again by this skill for two minutes, so the party should quickly support them back up to a safe state as soon as possible. [attr="class","skill"]Cure Bloom: A low-base healing ability that releases a thin pink mist with the fragrance of flowers. Its quick casting speed and low cooldown makes it a very utility skill for keeping up dedicated healing on a party member. The aesthetic effect also makes it a nice ability to have when cleaning a room, too! [attr="class","skill"]Spell walk: A toggle skill that allows a character to cast a spell without forcing them to remain immobile during the spell's casting duration. It is an excellent skill to take for those who prefer an on-the-go strategy or at least a less vulnerable position. When the character moves while casting a spell, their movement speed is halved. This speed penalty decreases to 40% at Level 30, 25% at Level 60, and 10% at Level 90. [attr="class","skill"]Abhor Phalanx: For defensive purposes, the Druid uses earth magic to quickly sprout a tree from the ground which grows up to about the height of an adult man. Protruding from this tree are a number of sharp branches which can injure anyone who gets close enough. After a few minutes, if the plant was not destroyed within that time, this spell is canceled and the tree is desummoned. Only one Arbor Phalanx tree can be active at one time. [attr="class","skill"]Brilliant prism: The Druid utilizes the power of water to create a large number of bubbles that float about in the air. These bubbles are then aligned in a way where they act as a sunlight-conducting lens, magnifying the light to create an intense beam which strikes the target for light-based damage. In the absence of sunlight, a light source that generates heat such as a flame can be used as a substitute, but the casting time will be lengthened. [attr="class","skill"]Gaean rebearth: A skill that wraps plant vines around the body of a teammate whose HP had dropped to zero within the past ten seconds. The life energy that was scattered upon death is reabsorbed by the vines and fed back into the body, thereby reviving the target as the vines change into blooming flowers which scatter back to the earth. In comparison with the Cleric's revival skills, this particular skill revives the target with most of their HP but possesses a slightly longer cooldown time of a full three minutes in return. Regardless, it is often voted the most aesthetically symbolic revival skill due to its unique animation. [attr="class","skill"]Geomancy earthquake: Tier II Skill - A skill that creates a micro-scale earthquake by raising the weapon and generating a ball of light from the end, then slamming the weapon to the ground. The magnitude of the earthquake depends upon the amount of time taken to perform this skill. If it was released as soon as the orb was generated, there would only be barely noticeable tremors. Completing the spell after several seconds will result in cracked earth chasms opening up everywhere except a small area around the druid. [attr="class","skill"]Cyclone: Tier II skill - A wind elemental skill with a very large area of effect. The Druid generates hurricane-force winds around themselves to blow away targets and deal wind-based damage to all enemies within 10 meters. This range decreases to 5 meters if the Druid uses it indoors. The closer an enemy was to the Druid when this skill is used, the more damage they take and the more knockback they receive. Be careful, because while party members and non-hostile characters are immune to damage taken by this spell, it is still possible to blow them away if they are caught off-guard. This skill has a casting time of 2 seconds and a cooldown time of 25 seconds. [attr="class","skill"]Golem Construction: Tier II skill - Golems, as an embodiment of nature energy, have been used by the ancient Druids of the Stonehenge area for generations. It is arguable that they had learned to use the skill even before Summoners had started to form contracts with the magical creature. As a natural construct, it does not count as a Familiar but still possesses enough intelligence to independently attack its foes or defend its master. The Druid's way of calling a golem is more traditional in comparison to a Summoner, as it places a rune upon the surrounding environment. That rune would then react and create the golem using whatever natural resources are available in the area. Rather than simply soil, stone, or iron, these golems may even be composed from materials like water or even magma, should a natural source be available. In addition to this flexibility, the cost of maintaining this golem is fairly low in terms of MP draining. But perhaps its greatest weakness is this very same dependency upon the environment, as only one may be controlled and mana cannot be used to compensate for insufficient materials. Additionally, it is quite possible for a stronger Druid to seize control of a golem by paying a higher MP cost to take ownership. The size of a golem is limited to 1 meter, which increases to 2 meters at Level 60 and 3 meters at Level 90. [attr="class","skill"]Leaf shield: Tier II skill - The Druid summons a storm of leaves to surround and swirl around a particular target. If used on themselves or an ally, these leaves serve as a makeshift barrier and reduces any melee damage taken by the character by half. If used on an enemy, they take medium wind attribute damage over time for 10 seconds and also have their movement speed reduced by 25% for 10 seconds. Take heed, this combination of air and plant material makes for a potent combination with fire. If the target of this skill is targeted by a fire-attribute attack while Leaf Shield is still in effect, the damage of that skill is increased by 50%. If the target is targeted by a fire-attribute attack that does not deal damage, Leaf Shield immediately ends. This skill has a duration of 10 seconds, a casting time of 1 second, and a cooldown of 30 seconds. [attr="class","skill"]Tongue of Nature: 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"]Detox: Pharmacists have developed a certain resistance around drugs and are immune to status debuffs caused by potions. Additionally, they recover twice as fast from poison status effects. [attr="class","skill"]Therapeutic Index: The Pharmacist's growing skill in creating potions has improved to the point where the very close gap between treatment and side effects has widened enough to allow for a safe range. Lower the Toxicity Rating of all non-poison items created by the Pharmacist by 1 and increase their potency by 25%. [attr="class","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. [attr="class","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. [attr="class","h3"]Equipment [attr="class","b2"] [attr="class","skill"]Armor: 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. If you buy this item from the Shop, please post in the Market Center in order to change it to an item that you can add to your inventory. [attr="class","skill"]Left Hand: Windsor Antiqua Staff (2H): Lv5 two-handed staff. A wooden staff decorated with a dull and unrefined crystal at its tip. 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. If you buy this item from the Shop, please post in the Market Center in order to change it to an item that you can add to your inventory. [attr="class","skill"]Right Hand: [attr="class","skill"]Accessory#1: Leave blank [attr="class","skill"]Accessory#2: Leave blank [attr="class","skill"]Accessory#3: Leave blank [attr="class","skill"]Accessory#4: Leave blank [attr="class","h3"]Inventory [attr="class","b2"] - Fledgling Adventurer Windsor Antiqua Spear: Lv5 one-handed spear. A spear with a slightly stronger edge for piercing. 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. 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. - Fledgling Adventurer Windsor Antiqua Staff: Lv5 two-handed staff. A wooden staff decorated with a dull and unrefined crystal at its tip. 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. 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. 4 Subclass Change Tickets: Allows you to change your subclass to a different one. Any AP you've already earned on your current subclass will be saved in case you should return to it later. You may use this item in the Market Center. 10 Skill Change Tickets: Allows you to change out a Main class skill for another one of the same tier. You may use this item in the Market Center. 18 Level 1 Materials: Materials that can be exchanged for any material of the same level in a craft. Make sure to specify in the Market Center craft thread to use these materials from your character profile. 12 Level 5 Materials: Materials that can be exchanged for any material of the same level in a craft. Make sure to specify in the Market Center craft thread to use these materials from your character profile. 6 Level 10 Materials: Materials that can be exchanged for any material of the same level in a craft. Make sure to specify in the Market Center craft thread to use these materials from your character profile. Cicero's Sunscreen Lotion - Lv10 item. Ever wonder why Cicero's skin is so pale? Wonder how an Alv with a long lifespan takes care of their skin? Put this cream and practically reflect all those harmful rays. Goes into cooldown 1 hour after it is used. When used, raise the character's light resistance by 3 levels for 5 minutes. Starter Leather Armor Starter Staff (2H) 2 x Medicinal Formula: A basic healing potion that restores 25 HP per average level of the materials used to make it. At low levels, this amount is essentially a player's entire amount, but higher level players will require a few in order to heal back to full HP. It has a toxicity rating of 0. After a player drinks potions with a total toxicity rating of 20, any potions taken afterward become halved in effect. Good Burger: Level 10. A sandwich made up of a sliced, puffy good burger bun with a thick, good patty in between along with some lettuce, tomatoes and mustard. Aside from the bun and patty, it is said that what makes a good burger is good pickles and good sauce. This good burger has a good combination of crisp goodly sour pickles and awesomesauce. Eating this food provides a slight HP restoration. 12-piece Questionable Nuggets: Level 10. Made using white meat of unknown origin (tastes like chicken!) and a mix of seasonings, fried in an unhealthy amount of oil, 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. Don’t gorge on nuggets! Especially the questionable ones! Seasalt Pop - Level 20 food. A blue popsicle that tastes refreshing and seems like the perfect treat on a hot day. Eat it to restore 5% HP and provide a Heat Resistance buff of 10 levels for your next 3 posts. This item goes into cooldown for the entirety of the thread afterward. Conch Blowhorn - Level 20 item or musical instrument. A shell that's been hollowed out to make a good instrument whether for Bard or general use. Blowing hard in it will send out a noise that will probably echo within the surrounding 5 kilometers. Apprentice Enchant Scroll - Rank D suffix enchant. Places the following effect on a weapon: - When in a Mentor Thread, raises the student's apparent damage by 5 levels. Teacher Enchant Scroll - Rank D suffix enchant. Places the following effect on a weapon: - When in a Mentor Thread, raises the student's apparent defense by 5 levels. |
[attr="class","ws"] [attr="class","h"]Change Log (DO NOT EDIT THIS SECTION) [attr="class","b"]MM/DD/YYYY |
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