Post by Saber on Jan 9, 2014 20:00:39 GMT
Saber
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[attr="class","appbox1"] Appearance Knowing that he needs to remain anonymous and conceal his identity, Saber attempts to cover his face whenever possible even if it's with a small cloth or a ripped up shirt. However, he understands that this may not always be possible. When that occurs, he adjusts his personality to act as if he was a different person. Thus, this keeps his true identity as a hunter and killer hidden. Along with a mask or some sort of facial wear, Saber also tries to wear several layers of cloth clothing. The first layer he keeps skin tight, as to promote a minimal amount of drag on his body during certain times where speed and agility may be necessary. The second layer is a little heavier and is mainly his casual clothing. The third layer is anything additional that he may need for specific situations; extra armor, extra clothes for cold weather, additional accessories, etc... The second and third layers are worn fairly loosely and Saber tends to only wear things that are easy to remove should a battle arise where mobility is needed. Due to this lack of true love for the external layers, Saber only purchases extremely low grade clothes; ones that look as if they are on the verge of falling apart at the threads to be more specific. One feature that Saber cannot hide though is his posture, as well as he way of moving. The man almost always has his hands near his weapons and rarely relaxes while out in public. His head is always high, his back straight, and his stride long. The player doesn't slow down for anyone and almost always looks as if he is busy or on a mission because he always is. Saber keeps himself occupied daily and never stops moving unless its for reasons related to life. | [attr="class","appbox1"] Personality On the outside, Saber takes a hard and very distant approach to his life in the game compared to how he was in reality. Electing to remain at three-arm lengths from any other player, the man keeps a safe bubble around himself as to ensure his safety and anonymity. Even with his history of public interaction and love of being friendly to everyone, the player has a difficult time trusting strangers with his life especially when his hard earned items are on the line. As such, Saber tends to avoid public places, open areas, and some more open events to keep from gathering any attention to himself. Many would think of him as one of the most affected due to incidents that locked players into the game, and Saber would be forced to agree. However, almost as if he contradicts the acts he puts on, Saber longs for another player or a group of players that he can actually trust in the world of Elder Tale. To go from a chatty person to nothing more than a dark splotch on the wall was a difficult choice for him to make, and one that he regrets. He gave up several of his previous bonds that he had made with people before the trapping-incident and sacrificed all of his contacts in exchange for a life he could count on. Now that the game is something real, Saber chose not rely on others like he had done. He chose a path he felt was right, and he chose the path he is proud of. As a person with actual, usable skills in reality that pertain to his class, many of them have transferred over and give Saber an edge as he already knows how to use what has been given to him. He sticks to what he knows and due to the restrictions of the game, he uses as much real-world knowledge in the game that he can. He has come to realize that stealth, silence, and trickery is the best way to manage an Assassin class so he has trained himself to keep his mouth shut and reveal only the necessary information required, nothing more, nothing less. If it means sacrificing kindness in exchange for success, Saber will take his chances and proceed. |
[attr="class","appbox2"]
Six times it took… Six times before a male child popped out of the womb of a tired woman. The other five children had all been female, making the sixth crying child was a miracle sent down by the heavens. Jake Furrow would be the child’s name and he would live a harsh life ruled by his father’s iron fist and own personal determination, but it would make him hardy. It would prepare him for his mistake, his choice, and it would prepare him to become someone willing to sacrifice anything and everything to survive. Even if those sacrifices meant his own joy.
Jake Furrow was born into a family who lived away from the normal life. They were not amish, but they weren’t modern to say the least. Technology was scarce in the area he lived but it wasn’t a setback by far. No, it was an advantage. An advantage most people would have only dreamed of, and one that very few were able to experience. For Jake, it was normal to live where he was and he quickly became use to it. Though his friends never understood why his parents elected to live where they were. The young boy had heard the story several times before so it was much easier for him, plus Jake never questioned his parent’s decisions. He had no right. Besides, living in the beautiful mountains of western Canada weren’t all that bad. At first.
The early years of Jake’s life were filled with rules and small adventures. Jake’s Father, a man who was related to a family from the southern Greek island of Sparta, watched over him like a hawk and kept the child within eyesight. Wherever Jake went, he had to let his father know and most of the time he was denied his freedom. It was hard for Jake to understand, as his sisters were allowed to roam about freely as long as they brought one of their five dogs with them. Yet, questioning his father only ended with him getting a nasty glare. After being snagged by the collar and pulled back several times, the growing baby eventually learned that it was best not to venture to far from his father’s feet. It would only end with his name being barked.
Restraining himself was a very hard thing to do though, especially when there was so much to see. From the beginning, Jake was an adventurer. He was always searching, always looking, always crawling. No matter what he saw, the little child wanted to touch it. He wanted to smell it, breathe it, feel it, hold it, and learn about it. His mother found this troublesome, but his father called it “a good trait to have E The baby constant was opening cabinets, pulling books off the shelves, and climbing into places he shouldn’t have. All for the sake of learning, of exploring lands he didn’t know. Once Jake was finally able to walk, talk, and began to reason, he concluded that as long as he stayed within his father’s reach, he would be able to do as he pleased. At only the age of four, Jake began to use this to his advantage. He was hell on wheels for his mother and a non-stop comedy for his father because of all the trouble he kept getting himself into.
It wasn’t a horrible thing though, as Jake had learned much of his surroundings. By his fifth birthday, Jake had searched almost the entire house and poked at nearly everything there was to touch. He rarely played with the limited amount of toys his mother got him in exchange for pulling down picture books or going outside. After dealing with the untamable movement of his son, Jake’s Father decided to embrace the boy’s curiosity and fed the flame like a devil. Jake was only a few months older than five years old when he was carefully taken outside by his father and carried around the surrounding area. His father called the land, Gaia, and began to teach Jake about his surroundings. Unlike in school where all students had were textbooks, Jake began to learn about his world first hand, one flower at a time.
To say the least, Jake enjoyed his time with his father. The man was strict and would discipline his son the instant a mistake was made, but it made it all worth it when the words “Want to go on an adventure? Eemerged from the depths of the older man’s chest. Jake never denied his love for his family, and his father was his hero. His father was the man who showed him the world and its beauty. Anytime Jake wanted to learn about something, a question was swiftly given to him and his father was always there to help him understand the unknown. No matter how simply the question, the pool of knowledge Jake was able to dig into was endless. It was a resource that he took full advantage of and never stopped prodding at.
Yet when Jake turned six, it became apparent why Jake’s father had taken an entire year out of his life to help Jake learn. On his birthday, Jake was given a puppy; a pure bred German Shepard. It fur was soft to the touch, its paws and ears were huge, and the gleam in its eye was something that sparked joy in the little boy’s eye. His father called it a tradition to be given a companion at a turning point in one’s life, and Jake would not deny that it was indeed a turning point. Jake was told that he had to take care of his pup and that he would be the one to help it grow just like his sister’s had done. When asked about what to name the new addition, Jake decided to call the dog “Saber E The reason was for the small, sword like image on the left side of the puppy’s head. His father laughed.
Several months after his birthday, Jake’s mother took him and his oldest sister down to the town below and introduced him to the city. At first, Jake was afraid of it and didn’t want to see but when he did see, his eyes glowed. The boy had to be held onto at all times by one of the two ladies he was with as they walked from store to store, buying the eager child new clothes and some strange items. His mother helped him choose out a bag, bought him things called notebooks, folders, pencils, paper, and even some extra snacks to eat. Though, he wasn’t allowed to eat them right away; he had to be a good little boy to get them. The next day when his father awoke him, Jake realized what the previous day of shopping was for; school.
School and learning was something Jake didn’t whine or complain about, but it was something he would quickly find tedious. The early morning descent through the mountain to the city below made it all worth it though. The view was beautiful and the sights Jake was able to experience put a smile on his face daily. It was even better when his partner followed him. During his few months with the family, Saber had learned much of what Jake had due to the young boy’s love for the dog. They were always together and the unconditional love Saber had for his owner showed greatly when school began. In the morning, the pup would follow Jake halfway down before returning to the house. When school ended and Jake came skipping back up, Saber would be sitting by with his tail wagging.
The first year of Jake’s school life wasn’t too harsh and he was able to pick up on much of the knowledge easily. Strangely enough, it was mathematics and science that attracted him the most, not literature like his parents had expected of their little adventurer. Jake did enjoy reading and he loved diving into new worlds, but the sheer experience of answering hard questions and discovering what made up the world around him ignited a flame inside of the child. Jake began to ask questions constantly and as he progressed from one grade to the next, he learned to start finding the answers on his own. It eventually became apparent to Jake’s parents that the child they had raised had a drive in him that would change his life drastically. After four years of watching their boy become smarter and smarter, they decided it was time to sculpt the young boy into a reliable man.
On Jake’s tenth birthday, the boy was not given a party. No one in the house acknowledged his new year of life and no one showed any signs of extra joy as they had before. Saber had gone missing from his bedside and Jake was told by his mother to go outside. When he did, his father was waiting on the edge of the entrance way with Saber sitting beside him. It was that day, on Jake’s tenth successful day of life, that his father enlightened the young boy to the word known as “exercise". However, Jake gave it his own name; Hell.
The morning half of Jake’s life became filled with school and learning, while the second was spent with his father. The older man drilled his son and the two of them worked their bodies daily. It was a hard thing for a child who had done nothing but float about all day long, but he slowly was able to adapt. One day at a time, Jake was able to run father, push harder, and breathe easier. His body ached constantly and he became a walking zombie at points because of how tired his was, but the boy’s father persisted. Jake was pushed to his limit by the old man and the mountain was turned from a paradise into a training ground. Although Jake’s hard physical training wasn’t for nothing.
Day in and day out, the boy was pushed and pressed by his father to become better, to become stronger, and to challenge him. Every day, Jake was given a goal by his father and challenged to complete it. At first the goals were easy, but they quickly escalated to being nearly impossible for someone without the will to succeed. Jake gave up multiple times, and his father looked at him with disgust each time he did. Until one day, Jake decided to fight back. He grew tired of the looks his father gave him. He hated the shouting and belittling, and he wanted to shove it all back into the old man’s face. Finally fed up with the routine, Jake pushed himself to the point of collapsing; but he had done it. After a month of his father’s distasteful stare, Jake finally got to see the man smile at him again. It was the most rewarding thing ever, seeing that smile and being told his father was proud, so Jake set his own goal; to never give up.
That single moment turned Jake into a machine. At school, he studied harder and fought to become the top student in his class. With his father, he forced his body to fight and to keep moving forward until he could not move any more. The days of Jake’s younger years of simple fun were gone and they had become tedious and long. However, the boy continued to smile. With his best friend at his side, Jake surged through life like a bullet train. He accepted any and every challenge that life threw at him and kept his head held high. As he continued to grow, learn, and become a strong person, Jake no longer disliked his father for the training or his strict rules. He learned that it was to keep his mind right and to teach him how to be a strong man both physically and mentally. He also learned that there was no one else he’d rather have as a father.
When Jake turned thirteen, the three previous years of physical training began to bud as Jake’s father starting implementing real-life activities into the training. Jake’s father taught the growing man how to survive in harsh conditions like the mountains. Before, Jake’s father did everything required to sustain a family by himself. Jake’s mother helped inside the house and with keeping the children happy, but it was Jake’s father that provided and went out to get what they needed. As Jake proved himself time and time again, his father decided it was time to teach the boy more about how to live, not just how to do a push up.
The long days of training suddenly became filled with adventure again. Of course, Jake’s father still pressed his son and kept him working, but he also began to teach him. The man taught his son how to track the different animals in the land, how to trap them, and essentially how to kill them. From snare traps to actual, physical weapons; Jake was taught how to use them all to his advantage when hunting for prey. He learned which tools to use for different animals, different tactics of hunting for them, and several other tricks to ensure the hunt was successful. At first, Jake was far too exhausted to learn anything, as the physical training was still kicking him in the rear. However as the time spent hunting and learning slowly exceeded the time spent beating his face, the boy started to pick up on things his father was teaching him. It wasn’t easy, and Jake failed hundreds of times, but time was something he had.
Yet, as Jake progressed in the mountains at an alarming rate, he also continued to excel in school. His grades were always at the top of the class, but he was able to balance his hard work with fun. He was almost always tired from the previous night’s training session and was nearly brain dead from listening and trying to understand teachers in the morning, but Jake always found time for others. He was a kind soul who enjoyed chatting with people and made it a point to smile to everyone, even the ones who despised him for his joyfulness and hard work ethic. Still, Jake accepted those people and continued to remain friendly with them. For some, Jake was thought to be perfect. He was strong, tough, and had the brain of a genius.
It was actually quite the opposite; it was his father who was strong and the genius. The older man had recognized Jake’s potential when he was young and had been feeding Jake’s unseen drive to get the boy to where he was. Jake’s father pushed Jake daily to his limits physically and the boy was barely able to keep up. Even Saber was tired at the end of the day because of his own physical exercise he was getting. It was tough, but Jake didn’t complain. He kept a smile on his face and did what he knew was best; he fought on for as long as he could. But it only lasted so long.
The age of seventeen was another turning point for Jake’s life, and it was also one he would never forget. His younger years, plagued with physical training, learning, and bonding with his pup, were starting to draw to a close as graduation day drew near. After spending almost eighteen years of his life in the mountain, Jake learned that as much as he wanted to stay, he would not be able to. His parents knew this long before he did and had been working behind his back to get the boy accepted into a college. As Jake’s father drilled the boy outside, his mother was making phone calls on the inside. As a graduation and birthday gift, Jake was given a plane ticket, a suitcase, and an acceptance letter from a college in London; he was going to England.
It was a sad day for Jake as he boarded the jet that would take him away from his family, but he accepted it. It was another chapter in his life that Jake needed to get through, and he was hellbent on succeeded. His mother and father had worked him hard for eighteen years and their expectations were higher than the heavens, but he promised them he would be back. He promised them he wouldn’t give up, that he wouldn’t lose. So, as he was sent off by his entire family, including the two new male partners for his oldest sisters, Jake and his partner Saber left America for an entirely new world.
Jake stayed with one of his uncles that lived near the college he would be going to and was thankful the man let him keep Saber. Saber was Jake’s only connection to his family, and during Jake’s first few weeks of being alone, Saber was a key factor in keeping the boy together. Yet Jake didn’t have long to waste on sadness, college was starting and he had to be ready.
The new life in the city of London was much different than his life in the wilderness. The city was filled with people, technology he didn’t know, and strange contraptions. It was all new to Jake who survived by getting his own water, cut his own firewood, and fished for his own food. Silence was something he had taken for granted and it was quickly apparent that he would have difficulties surviving here. That was when he meant his first friend. A classmate named Shiori, a woman from Japan, noticed Jake having issues with understanding the new world and decided to help him. Shiori had transferred to London from another college and was taking the same mathematical degree Jake was in. After seeing the man get lost nearly six times in an hour, she decided it would be best to guide him along. Jake was thankful for the help and learned much during his time spent with her. It took an entire semester for Jake to understand the new world, but it was better than trying to figure everything out himself.
Though, Shiori didn’t just introduce Jake to one world; she introduced him to many. After their first semester together, Shiroi began to show Jake about a world he had never even heard of; the gaming world. At first, Jake was frightened to learn about such a thing but his curiosity got the better of him. Video games sparked the childish attitude inside of him, and Jake began to play them constantly. He started small with handheld games and Shiori helped him gradually build up to consoles and even computer games. Yet the computer gaming was more difficult as Jake was barely able to comprehend such a thing as “cyberspace E Then again, he wasn’t going to a school in London for nothing. The man was quickly able to grasp the concept and only a few weeks after being introduced to his first computer; he was building one.
It took a long while and it wasn’t until the middle of Jake’s first semester of his second year that the device was completed, but it ran beautifully. Shiori assisted him with the building process and the two of them were able to put the beast together fairly quickly. When they began to test it and play on it, Shiroi decided it was time to show Jake to another world he hadn’t known about; the world of Elder Tale.
Taking the new game as a challenge, Jake began playing the game whenever he got the chance. He learned as much as he could about the different races, the different classes, skills, items, weapons, zones, and even the different players. He and Shiroi ran their own guild, leading a group of eight other members through the levels and they climbed fairly rapidly through the ranks together. Jake loved it, and he couldn’t wait to get more. When an expansion was announced, the new gamer was overjoyed. He began to play overnight and lost a lot of sleep playing the game. His studies were also affected, but it didn’t last long. On the day of the release, Jake announced to his guild that he would be making a new character. He would start over from the beginning and would fight through the expansion as a whole rather than start as a higher level. At first, Shiori told him not to but he was able to reason with her. Jake deposited all of his items into the bank, relinquished control of his account to Shiroi for later, and started another one. This time he chose a class he had thoroughly enjoyed playing and also used the name of his best friend who was quietly napping across the room.
Then, shortly after signing in under the new alias and with a new character, his world flipped upside down…
Biography
Six times it took… Six times before a male child popped out of the womb of a tired woman. The other five children had all been female, making the sixth crying child was a miracle sent down by the heavens. Jake Furrow would be the child’s name and he would live a harsh life ruled by his father’s iron fist and own personal determination, but it would make him hardy. It would prepare him for his mistake, his choice, and it would prepare him to become someone willing to sacrifice anything and everything to survive. Even if those sacrifices meant his own joy.
* * *
Jake Furrow was born into a family who lived away from the normal life. They were not amish, but they weren’t modern to say the least. Technology was scarce in the area he lived but it wasn’t a setback by far. No, it was an advantage. An advantage most people would have only dreamed of, and one that very few were able to experience. For Jake, it was normal to live where he was and he quickly became use to it. Though his friends never understood why his parents elected to live where they were. The young boy had heard the story several times before so it was much easier for him, plus Jake never questioned his parent’s decisions. He had no right. Besides, living in the beautiful mountains of western Canada weren’t all that bad. At first.
The early years of Jake’s life were filled with rules and small adventures. Jake’s Father, a man who was related to a family from the southern Greek island of Sparta, watched over him like a hawk and kept the child within eyesight. Wherever Jake went, he had to let his father know and most of the time he was denied his freedom. It was hard for Jake to understand, as his sisters were allowed to roam about freely as long as they brought one of their five dogs with them. Yet, questioning his father only ended with him getting a nasty glare. After being snagged by the collar and pulled back several times, the growing baby eventually learned that it was best not to venture to far from his father’s feet. It would only end with his name being barked.
Restraining himself was a very hard thing to do though, especially when there was so much to see. From the beginning, Jake was an adventurer. He was always searching, always looking, always crawling. No matter what he saw, the little child wanted to touch it. He wanted to smell it, breathe it, feel it, hold it, and learn about it. His mother found this troublesome, but his father called it “a good trait to have E The baby constant was opening cabinets, pulling books off the shelves, and climbing into places he shouldn’t have. All for the sake of learning, of exploring lands he didn’t know. Once Jake was finally able to walk, talk, and began to reason, he concluded that as long as he stayed within his father’s reach, he would be able to do as he pleased. At only the age of four, Jake began to use this to his advantage. He was hell on wheels for his mother and a non-stop comedy for his father because of all the trouble he kept getting himself into.
It wasn’t a horrible thing though, as Jake had learned much of his surroundings. By his fifth birthday, Jake had searched almost the entire house and poked at nearly everything there was to touch. He rarely played with the limited amount of toys his mother got him in exchange for pulling down picture books or going outside. After dealing with the untamable movement of his son, Jake’s Father decided to embrace the boy’s curiosity and fed the flame like a devil. Jake was only a few months older than five years old when he was carefully taken outside by his father and carried around the surrounding area. His father called the land, Gaia, and began to teach Jake about his surroundings. Unlike in school where all students had were textbooks, Jake began to learn about his world first hand, one flower at a time.
To say the least, Jake enjoyed his time with his father. The man was strict and would discipline his son the instant a mistake was made, but it made it all worth it when the words “Want to go on an adventure? Eemerged from the depths of the older man’s chest. Jake never denied his love for his family, and his father was his hero. His father was the man who showed him the world and its beauty. Anytime Jake wanted to learn about something, a question was swiftly given to him and his father was always there to help him understand the unknown. No matter how simply the question, the pool of knowledge Jake was able to dig into was endless. It was a resource that he took full advantage of and never stopped prodding at.
Yet when Jake turned six, it became apparent why Jake’s father had taken an entire year out of his life to help Jake learn. On his birthday, Jake was given a puppy; a pure bred German Shepard. It fur was soft to the touch, its paws and ears were huge, and the gleam in its eye was something that sparked joy in the little boy’s eye. His father called it a tradition to be given a companion at a turning point in one’s life, and Jake would not deny that it was indeed a turning point. Jake was told that he had to take care of his pup and that he would be the one to help it grow just like his sister’s had done. When asked about what to name the new addition, Jake decided to call the dog “Saber E The reason was for the small, sword like image on the left side of the puppy’s head. His father laughed.
Several months after his birthday, Jake’s mother took him and his oldest sister down to the town below and introduced him to the city. At first, Jake was afraid of it and didn’t want to see but when he did see, his eyes glowed. The boy had to be held onto at all times by one of the two ladies he was with as they walked from store to store, buying the eager child new clothes and some strange items. His mother helped him choose out a bag, bought him things called notebooks, folders, pencils, paper, and even some extra snacks to eat. Though, he wasn’t allowed to eat them right away; he had to be a good little boy to get them. The next day when his father awoke him, Jake realized what the previous day of shopping was for; school.
School and learning was something Jake didn’t whine or complain about, but it was something he would quickly find tedious. The early morning descent through the mountain to the city below made it all worth it though. The view was beautiful and the sights Jake was able to experience put a smile on his face daily. It was even better when his partner followed him. During his few months with the family, Saber had learned much of what Jake had due to the young boy’s love for the dog. They were always together and the unconditional love Saber had for his owner showed greatly when school began. In the morning, the pup would follow Jake halfway down before returning to the house. When school ended and Jake came skipping back up, Saber would be sitting by with his tail wagging.
The first year of Jake’s school life wasn’t too harsh and he was able to pick up on much of the knowledge easily. Strangely enough, it was mathematics and science that attracted him the most, not literature like his parents had expected of their little adventurer. Jake did enjoy reading and he loved diving into new worlds, but the sheer experience of answering hard questions and discovering what made up the world around him ignited a flame inside of the child. Jake began to ask questions constantly and as he progressed from one grade to the next, he learned to start finding the answers on his own. It eventually became apparent to Jake’s parents that the child they had raised had a drive in him that would change his life drastically. After four years of watching their boy become smarter and smarter, they decided it was time to sculpt the young boy into a reliable man.
On Jake’s tenth birthday, the boy was not given a party. No one in the house acknowledged his new year of life and no one showed any signs of extra joy as they had before. Saber had gone missing from his bedside and Jake was told by his mother to go outside. When he did, his father was waiting on the edge of the entrance way with Saber sitting beside him. It was that day, on Jake’s tenth successful day of life, that his father enlightened the young boy to the word known as “exercise". However, Jake gave it his own name; Hell.
The morning half of Jake’s life became filled with school and learning, while the second was spent with his father. The older man drilled his son and the two of them worked their bodies daily. It was a hard thing for a child who had done nothing but float about all day long, but he slowly was able to adapt. One day at a time, Jake was able to run father, push harder, and breathe easier. His body ached constantly and he became a walking zombie at points because of how tired his was, but the boy’s father persisted. Jake was pushed to his limit by the old man and the mountain was turned from a paradise into a training ground. Although Jake’s hard physical training wasn’t for nothing.
Day in and day out, the boy was pushed and pressed by his father to become better, to become stronger, and to challenge him. Every day, Jake was given a goal by his father and challenged to complete it. At first the goals were easy, but they quickly escalated to being nearly impossible for someone without the will to succeed. Jake gave up multiple times, and his father looked at him with disgust each time he did. Until one day, Jake decided to fight back. He grew tired of the looks his father gave him. He hated the shouting and belittling, and he wanted to shove it all back into the old man’s face. Finally fed up with the routine, Jake pushed himself to the point of collapsing; but he had done it. After a month of his father’s distasteful stare, Jake finally got to see the man smile at him again. It was the most rewarding thing ever, seeing that smile and being told his father was proud, so Jake set his own goal; to never give up.
That single moment turned Jake into a machine. At school, he studied harder and fought to become the top student in his class. With his father, he forced his body to fight and to keep moving forward until he could not move any more. The days of Jake’s younger years of simple fun were gone and they had become tedious and long. However, the boy continued to smile. With his best friend at his side, Jake surged through life like a bullet train. He accepted any and every challenge that life threw at him and kept his head held high. As he continued to grow, learn, and become a strong person, Jake no longer disliked his father for the training or his strict rules. He learned that it was to keep his mind right and to teach him how to be a strong man both physically and mentally. He also learned that there was no one else he’d rather have as a father.
When Jake turned thirteen, the three previous years of physical training began to bud as Jake’s father starting implementing real-life activities into the training. Jake’s father taught the growing man how to survive in harsh conditions like the mountains. Before, Jake’s father did everything required to sustain a family by himself. Jake’s mother helped inside the house and with keeping the children happy, but it was Jake’s father that provided and went out to get what they needed. As Jake proved himself time and time again, his father decided it was time to teach the boy more about how to live, not just how to do a push up.
The long days of training suddenly became filled with adventure again. Of course, Jake’s father still pressed his son and kept him working, but he also began to teach him. The man taught his son how to track the different animals in the land, how to trap them, and essentially how to kill them. From snare traps to actual, physical weapons; Jake was taught how to use them all to his advantage when hunting for prey. He learned which tools to use for different animals, different tactics of hunting for them, and several other tricks to ensure the hunt was successful. At first, Jake was far too exhausted to learn anything, as the physical training was still kicking him in the rear. However as the time spent hunting and learning slowly exceeded the time spent beating his face, the boy started to pick up on things his father was teaching him. It wasn’t easy, and Jake failed hundreds of times, but time was something he had.
Yet, as Jake progressed in the mountains at an alarming rate, he also continued to excel in school. His grades were always at the top of the class, but he was able to balance his hard work with fun. He was almost always tired from the previous night’s training session and was nearly brain dead from listening and trying to understand teachers in the morning, but Jake always found time for others. He was a kind soul who enjoyed chatting with people and made it a point to smile to everyone, even the ones who despised him for his joyfulness and hard work ethic. Still, Jake accepted those people and continued to remain friendly with them. For some, Jake was thought to be perfect. He was strong, tough, and had the brain of a genius.
It was actually quite the opposite; it was his father who was strong and the genius. The older man had recognized Jake’s potential when he was young and had been feeding Jake’s unseen drive to get the boy to where he was. Jake’s father pushed Jake daily to his limits physically and the boy was barely able to keep up. Even Saber was tired at the end of the day because of his own physical exercise he was getting. It was tough, but Jake didn’t complain. He kept a smile on his face and did what he knew was best; he fought on for as long as he could. But it only lasted so long.
The age of seventeen was another turning point for Jake’s life, and it was also one he would never forget. His younger years, plagued with physical training, learning, and bonding with his pup, were starting to draw to a close as graduation day drew near. After spending almost eighteen years of his life in the mountain, Jake learned that as much as he wanted to stay, he would not be able to. His parents knew this long before he did and had been working behind his back to get the boy accepted into a college. As Jake’s father drilled the boy outside, his mother was making phone calls on the inside. As a graduation and birthday gift, Jake was given a plane ticket, a suitcase, and an acceptance letter from a college in London; he was going to England.
It was a sad day for Jake as he boarded the jet that would take him away from his family, but he accepted it. It was another chapter in his life that Jake needed to get through, and he was hellbent on succeeded. His mother and father had worked him hard for eighteen years and their expectations were higher than the heavens, but he promised them he would be back. He promised them he wouldn’t give up, that he wouldn’t lose. So, as he was sent off by his entire family, including the two new male partners for his oldest sisters, Jake and his partner Saber left America for an entirely new world.
Jake stayed with one of his uncles that lived near the college he would be going to and was thankful the man let him keep Saber. Saber was Jake’s only connection to his family, and during Jake’s first few weeks of being alone, Saber was a key factor in keeping the boy together. Yet Jake didn’t have long to waste on sadness, college was starting and he had to be ready.
The new life in the city of London was much different than his life in the wilderness. The city was filled with people, technology he didn’t know, and strange contraptions. It was all new to Jake who survived by getting his own water, cut his own firewood, and fished for his own food. Silence was something he had taken for granted and it was quickly apparent that he would have difficulties surviving here. That was when he meant his first friend. A classmate named Shiori, a woman from Japan, noticed Jake having issues with understanding the new world and decided to help him. Shiori had transferred to London from another college and was taking the same mathematical degree Jake was in. After seeing the man get lost nearly six times in an hour, she decided it would be best to guide him along. Jake was thankful for the help and learned much during his time spent with her. It took an entire semester for Jake to understand the new world, but it was better than trying to figure everything out himself.
Though, Shiori didn’t just introduce Jake to one world; she introduced him to many. After their first semester together, Shiroi began to show Jake about a world he had never even heard of; the gaming world. At first, Jake was frightened to learn about such a thing but his curiosity got the better of him. Video games sparked the childish attitude inside of him, and Jake began to play them constantly. He started small with handheld games and Shiori helped him gradually build up to consoles and even computer games. Yet the computer gaming was more difficult as Jake was barely able to comprehend such a thing as “cyberspace E Then again, he wasn’t going to a school in London for nothing. The man was quickly able to grasp the concept and only a few weeks after being introduced to his first computer; he was building one.
It took a long while and it wasn’t until the middle of Jake’s first semester of his second year that the device was completed, but it ran beautifully. Shiori assisted him with the building process and the two of them were able to put the beast together fairly quickly. When they began to test it and play on it, Shiroi decided it was time to show Jake to another world he hadn’t known about; the world of Elder Tale.
Taking the new game as a challenge, Jake began playing the game whenever he got the chance. He learned as much as he could about the different races, the different classes, skills, items, weapons, zones, and even the different players. He and Shiroi ran their own guild, leading a group of eight other members through the levels and they climbed fairly rapidly through the ranks together. Jake loved it, and he couldn’t wait to get more. When an expansion was announced, the new gamer was overjoyed. He began to play overnight and lost a lot of sleep playing the game. His studies were also affected, but it didn’t last long. On the day of the release, Jake announced to his guild that he would be making a new character. He would start over from the beginning and would fight through the expansion as a whole rather than start as a higher level. At first, Shiori told him not to but he was able to reason with her. Jake deposited all of his items into the bank, relinquished control of his account to Shiroi for later, and started another one. This time he chose a class he had thoroughly enjoyed playing and also used the name of his best friend who was quietly napping across the room.
Then, shortly after signing in under the new alias and with a new character, his world flipped upside down…
[attr="class","appbox3"]
Armor:
Left Arm:
Right Arm:
Accessory Slot 1:
Accessory Slot 2:
Accessory Slot 3:
Accessory Slot 4:
Vanity Slot 1:
Vanity Slot 2:
Vanity Slot 3:
Equipment
Armor:
[attr="class","equip1"]Prometheus’s Chain – Level 90 -- It is said in mythology that the same Titan whom created man betrayed the father of the gods, Zeus, many times. He tricked Zeus, protected man and defended him until one day, Zeus had enough. Prometheus was taken from his kin and chained to a mountain where he was to remain for eternity while an eagle pecked and feasted on his liver. The chain which held the Titan was made out of an unbreakable diamond chain and could not be broken by an ordinary soul.
This armor, made up of multiple layers of scales, covers the user’s entire torso, abdomen, and their upper arms above the elbow. A set of leggings can also be worn to protect the wearer’s thighs and groin. Underneath the armor, a layer of cloth has been attached to keep the metal from roughing up the skin and making it uncomfortable to wear. As a reflection of the indestructible chain, the armor is colored a faint silver color and has a soft shine to it when struck by the sun. However, in the dark, the armor almost fades into the black. It is suggested that when attempting to be unseen that the armor be worn underneath something.
[Reforge Effects: Reflect 17.5% of Non-Physical Damage, 8.75% of Skill Physical Damage / Passive Defense Against Bosses - 30%]
This armor, made up of multiple layers of scales, covers the user’s entire torso, abdomen, and their upper arms above the elbow. A set of leggings can also be worn to protect the wearer’s thighs and groin. Underneath the armor, a layer of cloth has been attached to keep the metal from roughing up the skin and making it uncomfortable to wear. As a reflection of the indestructible chain, the armor is colored a faint silver color and has a soft shine to it when struck by the sun. However, in the dark, the armor almost fades into the black. It is suggested that when attempting to be unseen that the armor be worn underneath something.
[Reforge Effects: Reflect 17.5% of Non-Physical Damage, 8.75% of Skill Physical Damage / Passive Defense Against Bosses - 30%]
Left Arm:
[attr="class","equip1"]A Reaper’s Curse – Level 90 -- [Image] -- From the grave, thousands of souls cry out for vengeance and retribution, but not all of them shout to the living. Some shout to the one who commits the deeds of death, the Reaper, for robbing them of their freedom. The one soul who is forced to commit tragedies every moment of his soul’s eternal life, the one who is forced to perform actions which many could not even dream of, is cursed. He is a nightmarish figure who is cursed to watch death every second of his unending life, to perform the work of the Gods with an unwavering will. It is a wonder of how so many still question why he dresses in black or why he is so quiet. A lone figure that has seen an infinite number of people, creatures, and unearthly beings pass in both gentle and grotesque ways. Could anyone blame his silence? Could anyone blame his lonely and heavy shadow? One does not and upon seeing this, the Reaper blessed the Blacksmith with a part of himself. This blade is a gift from the being who floats in a place where time is frozen forever, and where there is nothing but agony and despair.
[Reforge Effect: Damage Treated as Magic Damage - 180%]
[Reforge Effect: Damage Treated as Magic Damage - 180%]
Right Arm:
[attr="class","equip1"]Last Vow -- Level 90 – [Image] --Humanity is strange. Throughout a human’s life, he will make many promises. Some of these, he will keep but many of them, he will break. Lies will outnumber the truths spoken and the number of enemies made will outweigh the number of friends loved. However, in a human’s dying breath, they will recant all of the pain they let out onto the world, beg for forgiveness, or apologize for what they have done. As if wiping their hands clean and washing away all of the muck and blood that had accumulated on their hands. This blade is the embodiment of life’s end. It is the creator of the last breath, the pen which sets the will in motion, and it is the axe which cuts life’s binding chain and frees the soul. No one knows what gives the blade its power, not even its crafter but one can feel a looming presence when near it. It is dark, heavy, but coaxing as it leads the weak to transcendence.
[Reforge Effect: Physical Resistance Pierce - 10 Levels / Melee Damage Increase - +12.5%]
[Reforge Effect: Physical Resistance Pierce - 10 Levels / Melee Damage Increase - +12.5%]
Accessory Slot 1:
[attr="class","equip1"]
A Spartan's Creed -- Level 90 Metal Accessory -- A black gauntlet that has been finely polished and moulded to fit to the owner's forearm perfectly. It is almost a complete cylinder, but the metal ends an inch or so before touching. At both ends, leather straps have been attached in order to pull the metal a bit tighter for an even better fit, simply to ensure that the gauntlet will not move during combat. This item is no ordinary accessory, however, and simply looking at it will make that known. This gauntlet has been forged specifically for the Assassin, Saber, and reflects his soul onto its metal body. Words in latin have been carved into the metal object as well as several images, all holding their own meanings. This item is not meant to be used for defense, but is more to be used as a signature. It is Saber's mark.
Reforges: 22.5% Melee Damage Increase
A Spartan's Creed -- Level 90 Metal Accessory -- A black gauntlet that has been finely polished and moulded to fit to the owner's forearm perfectly. It is almost a complete cylinder, but the metal ends an inch or so before touching. At both ends, leather straps have been attached in order to pull the metal a bit tighter for an even better fit, simply to ensure that the gauntlet will not move during combat. This item is no ordinary accessory, however, and simply looking at it will make that known. This gauntlet has been forged specifically for the Assassin, Saber, and reflects his soul onto its metal body. Words in latin have been carved into the metal object as well as several images, all holding their own meanings. This item is not meant to be used for defense, but is more to be used as a signature. It is Saber's mark.
- The words on the left side of the gauntlet (Saber's left) are "Conata Perficio"; "I carry through what I attempt".
- On the right side of the gauntlet, the words "Non nobis solum” have been etched in; "Not for ourselves alone".
- The images on the gauntlet are the following, and their order is from top to bottom; A Spartan Helmet, a bow crossing a blade, a hammer crossing over the top of a needle with a book behind both, a shield with a raven's head, and the head of a bowing Ox. The meaning of each of these images is kept secret, but those who are curious may find their answers by asking.
Reforges: 22.5% Melee Damage Increase
Accessory Slot 2:
[attr="class","equip2"]Empty
Accessory Slot 3:
[attr="class","equip2"]Empty
Accessory Slot 4:
[attr="class","equip2"]Empty
Vanity Slot 1:
[attr="class","equip2"]Empty
Vanity Slot 2:
[attr="class","equip2"]Empty
Vanity Slot 3:
[attr="class","equip2"]Empty
[attr="class","appbox4"]
Scholar's Charm: Level 14 accessory. A piece of cloth where one would write messages of good luck and encouragement, tie the cloth in an intricate manner, and then attach it to the body in various ways include as a bracelet or hair accessory. While they are no longer allowed during examinations due to accusations of cheating going on, it is still a common tradition to make them. An insignia of a parasol has been sewn into the inner lining to denote the crafter. Reforge: +1 Blacksmith Production Bonus
Brawler's Garb [Level 20]: A Warrior is not hindered by the openness of his clothing! A white, sleeveless tank covers the center of the body, while a black sleeveless coat, that extends in the back down to the calves with a split between the legs, covers the rest. Baggy black pants to cover his legs, and provide free range of motion. Black boots that go underneath the pants fit snugly around the wearer's feet, giving maximum comfort in the heat of battle. Black finger-less gloves cover the user's hands, keeping them safe from any wear and tear that punching things may introduce. The armor gives enhanced fighting capabilities; Perfect for a Monk. On the tag, there is a stylized F sewn into it to denote the crafter. Effect: Increase Physical Damage
Starter Long Sword
Windsor Antiqua Longsword (L5)
Eis Null (Ice Zero) by 黒: Level 15. A long sword that is ice blue and is that cold. It has a slim figure that makes it extremely light and fast while using it, it also has a long blue ribbon that wraps around the blade acting as a scabbard. The length of the weapon is 31.2in/79.248cm. Effect: Level 15 Elemental Damage (Ice)
Neun Flamme (Flame Nine) by 黒: Level 15. A Katana that has a shining metal blade that looks like glass. Having a handle only large enough for one hand, it makes it more of a weapon that would be used with another weapon. It's scabbard is checkered red and black and has a symbol the looks like a phoenix's head. The length of the weapon is 31.2in/79.248cm. Effect: Level 15 Elemental Damage (Fire)
Reflecting Dawn: A small cloth bracelet that has a small mirror that reflects only the light of the sun at dawn. A stylized F is sewn on the bottom of the bracelet so that it is hidden from plain view to denote the crafter. Effect: Movement Speed increase
Windsor Antiqua Cloth Armor: Lv5 cloth armor. A decently woven garment that allows the best mobility but weakest defense. 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.
The Shining Dawn L.15 – A red coat with white fur along with a pair of denim shorts with fur at the end and a pair of sandals. The logo on the back of the coat is a bright sun rising from the sea. There is a stylized F sewn on the tag to denote the crafter. Effect: Fire Resistance
Windsor Antiqua Cloth Armor: Lv5 cloth armor. A decently woven garment that allows the best mobility but weakest defense. 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.
Wild Morning L.15 – A green jacket with fur on the rim of the hood, along with a yellow button up shirt, a white undershirt, a black pair of jeans, and an orange pair of sneakers There is a stylized F sewn on the tag to denote the crafter. Effect: HP Increase
Windsor Antiqua Bow: Lv5 bow. A wooden bow reinforced with a bit of leather for good gripping. 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.
Wooden Arrow: A basic wooden arrow. Not really strong, but cheap and can be easily mass produced.
Starter Short Bow: A starter weapon designed for novice adventurers, made out of cheap wood. It is well-balanced and easy to use but doesn’t hit particularly hard at all. You probably should get this replaced as soon as you can.
Windsor Antiqua Throwing Knives: Lv5 throwing weapons. Small and portable knives with blades too small and impractical for close combat, but decent application as ranged weapons. They come in limited supply, so players will have to retrieve the weapons after it runs out. A dozen knives come in this set; if any go missing for over an hour, they will automatically return to the player's inventory. They are mass-produced generic weapons created by the People of the Land, and so is a little more expensive to buy than if one were to normally craft a similar-quality weapon.
Impure Poison: Level 10 potion. It has a toxicity rating of 5. Drinking it directly will lower the character's current HP by about 100. Of course, its attributes as a poison makes it more useful when applied to a weapon and used to attack an enemy. Enemies struck by a weapon affected by Impure Poison have a chance of acquiring a minor poison debuff which slowly lower HP over the course of a minute and sickness debuffs which lower all stats for about a minute.
Golden Horse Sculpture: A figure of a horse made from pure gold. It can be kept for decoration purposes or sold to People of the Land merchants for 500 gold.
Golem Enchant Scroll: Rank E enchant. Enchants on 1-handed equips. A scroll that can be enchanted onto an existing piece of equipment by using it in the Market Center. The scroll is consumed upon use, adding the suffix enchant "Golem" to the equipment's name and applying the following effects:
- Familiar: Golem is treated as though it were 4 levels higher.
- Raises the user's defense by 2 levels if Chain or Plate Armor is equipped.
- Lowers the damage of the user's Wind-type attacks by 4 levels.
Blades of The West: Lv10 throwing weapons. Weapons are not measured in just how they look, but in their usefulness. They are also measured in their weight. Is it worth carrying the weapon to battle? Is it worth drawing it? The blacksmith attacked these questions in a simple manner; increase the number of weapons, decrease their sizes, increase their amount of uses. Twelve blades, each twelve centimeters in length, have been created for this purpose. Designated at "throwing knives" or "throwing blades", the twelve are able to be launched by the user from a distance and are able to strike down foes a usual blade user may not be able to reach. Unlike other throwing knives which may have only straight edges, the edges of all twelve are completely serrated and lined with teeth all along their lengths, except for on their very short hilts. Additionally, the tips are barbed, making pulling the knives from their impact points very difficult to do without harming oneself. Because of their length, the weapons can be used for throwing and may also be drawn and used for makeshift daggers.
Stone Enchant Scroll - Rank E enchant. Enchants on armor. A scroll that can be enchanted onto an existing piece of equipment by using it in the Market Center. The scroll is consumed upon use, adding the prefix enchant "Stone" to the equipment's name and applying the following effects:
- Barrier Spike is treated as though it were 3 levels higher.
- Increases the user's Physical resistance by 1 level.
- Lowers the user's Wind resistance by 2 levels.
Eroding Enchant Scroll - Rank E enchant. Enchants on weapons. A scroll that can be enchanted onto an existing piece of equipment by using it in the Market Center. The scroll is consumed upon use, adding the prefix enchant "Eroding" to the equipment's name and applying the following effects:
- When fighting golems, increases the user's physical damage by 5 levels.
- Lowers the user's defense by 2 levels.
Stone Enchant Scroll - Rank E enchant. Enchants on armor. A scroll that can be enchanted onto an existing piece of equipment by using it in the Market Center. The scroll is consumed upon use, adding the prefix enchant "Stone" to the equipment's name and applying the following effects:
- Barrier Spike is treated as though it were 3 levels higher.
- Increases the user's Physical resistance by 1 level.
- Lowers the user's Wind resistance by 2 levels.
Sarum Map 8 - A torn piece of an old map. It seems to emit a weak magnetic energy due to the presence of mana within the cloth, magnetizing itself to other map fragments. Maybe if you combine fragments 7-9 together, something might happen?
Iron Screwdriver (L10): A legendary tool, once lost in the abyss. Proposed by Blacksmith Saber, an item made entirely of pure iron which is used in the tightening of objects with the same head-slot as the tip. The screwdriver can vary between three tips: "Phillips-Head" (which has a plus-end tip), to a "Flat-Tip" (which has a wedge-type tip), or a "Star-tip" (which can have multiple different numbers of edges depending on the fabrication method). It seems like it'll come in handy as a tool for Mechanics and Woodcrafters especially.
Fragile Basic Blacksmith Hammer - A blacksmith's Basic Upgrading Tool used for metal forging. Allows a Blacksmith to craft Level 11-20 Blacksmith materials by combining together lower-leveled materials through the Basic Material Upgrading recipe. It doesn't seem to be in good quality though, so it will break after use in any one crafting thread.
Blade of The South: Lv10 one-handed sword. A short one-handed blade crafted out of nearly completely purified iron ore which shines in the light due to its glossy look. The amount of care the blacksmith put into the weapon can be seen by just glancing at the finely polished weapon, and it can be heard in the slicing sound in its swing. Even for its level, the craftsmanship is near perfection. It is shorter than a usual sword, its length being only fifty-centimeters from base to tip, but it is much heavier than one would think by just looking at it. The density of the weapon is much higher due to numerous folding and wrappings of the metal, giving it a false sense of weakness to those whom have never held it. The weapon is formed to mimic an ancient sword, the Xiphos, but it is slightly more slender than the older weapons. At the base on both sides of the iron blade, three inches of the weapon have been serrated to increase damage should the entire length of the blade be used. With just a look at the weapon's aesthetics, it is easy to see that it is one of two swords; a pairing of blades. This weapon in particular gives off a slight red aura around it. The blade is a slight yellow like the sand on a beach, and its hilt is laced with maroon colored leather. At the base of the sword where the blade meets the hilt, a small pure black guard protects the user's hand. In the center of the guard, and reaching slightly down towards the hilt, a small red gem sits nestled inside of the handle.
Blade of The North: Lv10 one-handed sword. A short one-handed blade crafted out of nearly completely purified iron ore which shines in the light due to its glossy look. The amount of care the blacksmith put into the weapon can be seen by just glancing at the finely polished weapon, and it can be heard in the slicing sound in its swing. Even for its level, the craftsmanship is near perfection. It is shorter than a usual sword, its length being only fifty-centimeters from base to tip, but it is much heavier than one would think by just looking at it. The density of the weapon is much higher due to numerous folding and wrappings of the metal, giving it a false sense of weakness to those whom have never held it. The weapon is formed to mimic an ancient sword, the Xiphos, but it is slightly more slender than the older weapons. At the base on both sides of the iron blade, three inches of the weapon have been serrated to increase damage should the entire length of the blade be used. With just a look at the weapon's aesthetics, it is easy to see that it is one of two swords; a pairing of blades. This weapon in particular gives off a slight blue aura around it. The blade is nearly white like the snow on the mountains in the distance, and its hilt is laced with dark blue leather. At the base of the sword where the blade meets the hilt, a small pure white guard protects the user's hand. In the center of the guard, and reaching slightly down towards the hilt, a small blue gem sits nestled inside of the handle.
Storm of the Father -- Level 50 -- Many bows are comprised of wooden sticks or long planks, however this weapon is formed out of a finely crafted and mended piece of strengthened iron. Tempered and created with a consistent and gentle curve to the naked eye, the bow takes the shape of a hunter's recurve bow. A rolling bend similar to a hill-top at the belly and the back of the bow, but a steady decline in the angle as the distance from the handle increases until the ends are completely straight, and actually curving into the opposite direction slightly at the nocks. However along many places on the bow the curve increases its angle ever so slightly which allows for greater flexibility along its length. Yet, the curve does not bend too far, as doing so would decrease its combat capabilities. Due to the metal make of the bow, pulling on the thin braid of metallic strands attached to the tips of the artillery weapon requires an extreme amount of strength, making the device useless to any person whom is physically, and mentally, to weak to fight.
The handle where the bow user grips has been moulded to essentially cup the user's hand into it and there is a slight lip which runs along right above where the user's thumb would rest. This lip acts as a slight platform for the docked arrow to be placed just before use. Built into the back of the handle, just above the user's thumb, is a very small bubble created out of glass with water inside of it, giving the user the ability to check the angle of which he is holding the weapon. A thin black line runs across the center of the bubble and the amount of water inside lines up exactly with that line when the bow is held perfectly straight.
Along the front of the actual bow itself, several markings have been etched into the bow's body. The markings resemble those of ancient Greek symbols which represent the ideals of the God which the bow relates to; Zeus. Power, strength, leadership, and kingship are the four symbols on the upper half of the bow. On the lower half, patience, brotherhood, love, and family have been carved. On the handle where the user's palm would grip onto, the Funeral Parlor emblem has been engraved into the bow's iron body.
[Reforge Effect: Higher Damage against Bosses]
Bullets of the Sun -- Level 50 -- Individually crafted metal arrows with the focus on a sleek but deadly design. Due to being created out of solid iron, the arrows have been modified slightly in order to adjust for the extra weight and a slightly smaller than the average projectile. The heads are still comprised of solid metal but are about a third-of the size smaller than a regular arrow head. In addition to that slight size modification, the shafts are completely hollow and their walls are thin, they are also a few inches shorter than a wooden arrow. However, the backs of the arrows still have fletched arrows, but they are attached to the arrow with a swirl. This swirl causes the air to flow different off the back end of these arrows, making them twirl in the air as they fly.
However what makes these arrows deadly is not their smaller size, the spinning effect caused by the fletching, or the metal structure, but it is because of how the arrow heads are made. Unlike the regular, smoothed heads, the ones of these arrows are not as cleanly made. The edges have been formed like razors and are composed of many tiny little teeth instead of a flat edge. All three places where the arrowhead comes to a point have been forked as well, making the penetration more brutal and makes ripping the arrow out even more painful. Just along the point where the head meets the shaft is also another little detail an opponent might miss; there's a circle. This is a manufactured weak-point and should the arrow be pulled out incorrectly, the design is meant for the arrowhead to break off inside of the wound. However the crafter, or someone who knows the design, won't make that mistake and will pull the arrow out straight, which will not cause the head to break off.
On the one side of every arrow forged, the Funeral Parlor emblem has been engraved. On the opposite side of the head is the helmet of a Spartan.
[Reforge Effect: Physical Resistance Piece]
The Interstellar Twins -- Level 50 -- Calling upon the stars, these daggers are the creations of the twins whom were placed into the heavens together by the Father of the Gods. Upon the death of one twin, the other begged for splitting his immortality in exchange for his brother's return, and so both began the ritual of taking turns on Olympus and in Hades. The twins were more known for leading sailors into the favorable winds at sea and were generally said to be humanknd's helpers. The Twins now watch down from above, continuing to guide sailors through the rough seas.
With the creation of the daggers, the crafter has taken a great responsibility upon himself. They have been crafted with the idea that he will become the Twin's replacement, their envoy, as they watch down from above. The daggers, which he uses as a sign of this pact, are long and slender, reaching twelve inches from the base of the blade to their tips. The blades are widest against the guard at a two inches, but come to a sharp point at their tips very steadily. Both edges of the knives have been sharpened so that they may be used in battle and the center of the flat sides are raise slightly off from the edges, turning the pairing into extremely sharp wedges as to increase the wound-size when using the knives. However, at the base, the sharp edges twist into a circular bulge, which becomes the guard. Like most daggers, the twins do not have any protruding shield to protect the user's hands. Instead, the guard acts like a wide umbrella before sharply curving down to become the handle. The handle on these weapons is a simple cylinder, with a small grip in the center of it to ensure that the dagger does not slide in the user's hand. To keep the daggers in the user's hands, the pummel bulges into a small sphere.
Unlike the weapons created by the Funeral Parlor, this is the most colorful one, and the pairing look more like ceremonial blades than actual combat weapons. The blades have been finely polished and shine an almost pure white silver, while the raised flat surfaces are a gentle grey. Along that grey until just about the middle of the daggers, gold engravings and images have been molded into the sword. Among those engravings is a balance, a roman numeral of the number two with slight curved top and bottom bars, and the Funeral Coffin's emblem. The guard is even more finely decorated, as is the hilt. These two pieces of the blade have both been given a bronze-like finish, with a gold coloring causing them to shine. The guard has been decorated with golden flakes and there is a small balance on both sides of it, surrounded by a golden wreath. In the middle of the hilt is a circular ring with ridges for grip. These ridges shimmer with even more of the golden coloring. The pommel has the same golden color but more of it, as the gold seems to be the base color with the bronze being the accent. On the pommels, a single strip of bronze circles the fattest ring of the pommel with a wave of bronze circling the top and the bottom. On the very base of both knives, the numeral of the number two is engraved again.
The scabbards for both knives have also been finely crafted. Both ends have been gilded with the golden leaf color, and the rest of the length of the scabbards have been polished a brilliant white. Vines wrap around the tops of the scabbards, pinched by two flows of golden waves which circle the scabbards.
[Reforge Effect: Heal HP equal to 10% of Damage Dealt] [Image]
Reeds From Heaven - Level 50 - Many claim to be one with their Lords, their Gods, and claim to be connected to the Heavens. However, very few can say that they are connected with themselves. People travel for miles and miles, asking questions and searching for themselves. But sometimes, it is better to simply listen, rather than speak. This item is a harmonica. Blessed with the touch of the Heavens which many seek, it has been born with the gathered essence of a being who has seen many sides to life; the good, the bad, the ugly, and the unspeakable. This harmonica is a pure black colored item but has a glossy shine to it. On one side, there is the extremely faint marking of the Funeral Parlor emblem. On the other side, there is a single tear etched into the center of the musical instrument.
Elder Tale Anniversary Medal: Level 1 accessory. A gold medal that was given out from voting or nominating in the Log Horizon RP's first annual end of the year awards. Its only effect is that equipping it causes either the Elder Tale title theme or the popular Elder Tale Theme Song from the Yamato server's 20th anniversary to play in the wearer's head. The song preference and music can be toggled on or off using the interface when this item is equipped.
Trickster's Hat: Lv10 vanity clothing. A pumpkin-shaped hood of the Trickster. While he never revealed him in the end, he leaves behind the spirit of Halloween. Part of the Trickster Set.
- 1 Trickster Vanity Item: A small orange pumpkin animation floats about the user, spinning around their body aesthetically.
- 2 Trickster Vanity Item: A small orange laughing jack-o-lantern animation floats about the user, spinning around their body aesthetically.
- 3 Trickster Vanity Item: A small orange laughing jack-o-lantern animation, covered in purple flames, floats about the user, spinning around their body aesthetically.
Trickster's Robe: Lv10 vanity clothing. A raggedy black robe of the Trickster. While he never revealed him in the end, he leaves behind the spirit of Halloween. Part of the Trickster Set.
- 1 Trickster Vanity Item: A small orange pumpkin animation floats about the user, spinning around their body aesthetically.
- 2 Trickster Vanity Item: A small orange laughing jack-o-lantern animation floats about the user, spinning around their body aesthetically.
- 3 Trickster Vanity Item: A small orange laughing jack-o-lantern animation, covered in purple flames, floats about the user, spinning around their body aesthetically.
Trickster's Cape: Lv10 vanity clothing. A vampire-looking black cape with red lining, belonging to the Trickster. While he never revealed him in the end, he leaves behind the spirit of Halloween. Part of the Trickster Set.
- 1 Trickster Vanity Item: A small orange pumpkin animation floats about the user, spinning around their body aesthetically.
- 2 Trickster Vanity Item: A small orange laughing jack-o-lantern animation floats about the user, spinning around their body aesthetically.
- 3 Trickster Vanity Item: A small orange laughing jack-o-lantern animation, covered in purple flames, floats about the user, spinning around their body aesthetically.
Purple Mirror Shard: Let loose a fragment of your nightmares. When this item is used, select a target within 10 meters. That target gains the [Fear] debuff for 30 seconds. When affected, the target's animation and casting times are increased by 0.5 seconds. This debuff is considered a Mind debuff. Usable once per thread.
Purple Handmirror: The nightmare continues for all to experience. This is a vanity mirror that seems to reflect one's greatest fears. When this item is used, select a target within 10 meters. That target gains the [Fear] debuff for 30 seconds. When affected, the target's animation and casting times are increased by 0.5 seconds. This debuff is considered a Mind debuff. This item has a cooldown of 60 seconds each use.
Hallow's Night: Lv30 accessory. A purple cloak that calls upon the spirits of Halloween to assist you. When this accessory is equipped, it calls forth a Ripper Jack to assist you once per battle at the beginning of a battle. The Ripper Jack is considered a Level 30 tamed monster. If the Phantom Jack is defeated, no more will be summoned until after the character ends combat.
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.
Soft Blanket: It may have seen some better days and some mistakes in it's creation are evident. It's not quite completely soft but not quite scratchy, it might just keep you warm at night... maybe.
EMPATHION OF INGENUITY: Lv1 accessory. You found that delivering the items to the mysterious Executive Chef caused a mysterious gemstone necklace to appear in your possession. It resembles an emerald in appearance but the gemstone itself phases through to the touch as though it were an optical illusion. Is the banquet a stage to something bigger? Cannot be reforged or enchanted. When this item is equipped, it applies a crafting bonus of +1 toward a craft's final item level.
Pebble of Philosophy: Lv10 item. A glowing stone containing hundreds of years of captured emotion and anima. A relic of the past, its power has only been recently awakened and it will show you the way toward more challenges yet to come in the future. Possession of this item enables an Adventurer or non-Lune Person of the Land to engage in Celestial Arms side-quests. Every time you complete a Celestial Arms chapter for the first time, you may update this item in your profile by increasing its item level by 5. Every time you repeat a Celestial Arms chapter from the very start, you may update this item in your profile by increasing its item level by 4. Every time you finish assisting another player with a Celestial Arms instance, you may update this item in your profile by increasing its item level by 2. This item cannot be traded and its maximum possible level is 100.
Messier Order Divining Rod: Lv10 wand. A wand consisting of a twig carefully kept alive through magical means. It tunes into the celestial ley lines of the world in order to locate ancient artifacts. This particular model, however, possesses a slightly souped-up power that can be used to locate other mana sources or living beings. Once per thread, the user may use this item to activate one of the following skills for a 30-second duration: Pathfinder's "Battle Perception", Sage's "Sense Element", or Scholar's "Evaluate". This item cannot be traded or reforged.
Torn Dossier: Lv30 grimoire. A faded black diary bound by a red ribbon and a clasp. The pages in this book start out written by somebody with ordinary handwriting but as the days pass on, the handwriting becomes increasingly neat - to the point where its intricacy is almost maddening to read. Once per thread, reading from its pages summons forth hornet silhouettes as dark as shadow to attack nearby enemies for 10 seconds. This item cannot be traded or reforged.
Empathion of Fortitude: Lv1 accessory. A gemstone resembling a red agate stone. Resistant to scratches and seemingly unbreakable, this crystal is said to hold a portion of the Genius Brachyura's power within. Once per thread, the user may use this item to summon the avatar of Brachyura to perform the skill "Four Arms" before promptly disappearing. The strength of this attack is scaled accordingly to the user's Main Class level. This item cannot be traded or reforged.
Empathion of Integrity: Lv1 accessory. A gemstone resembling a red sardonyx stone. The power latent within this stone whispers into your mind much like the haunting voice of the Genius Praesepe. Once per thread, the user may use this item to summon the avatar of Praesepe to perform the skill "Hivemind" followed by "Sky Dive" before promptly disappearing. A successful hit inflicts poison onto enemies not resistant to the status effect. The strength of this attack is scaled accordingly to the user's Main Class level. This item cannot be traded or reforged.
AP Potion (5 AP): A potion for 5 AP. Use it in the Market Center.
2 x Improved Medicinal Formula: Level 10 potion, Therapeutic Index bonus applied. A basic healing potion that restores about 250 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.
3 x Improved Medicinal Tablet: A healing pill that restores about 375 HP. It is generally considered more convenient than drinking a formula due to the player only needing to swallow or chew the tablet. It has a toxicity rating of 1. After a player drinks potions with a total toxicity rating of 20, any potions taken afterward become halved in effect.
Sleeping Potion: Level 10 potion. A potion made from herbs that are famous for their ability to induce slumber. Drinking it results in an almost instantaneous sleep that can last up to a minute or until the target is struck. Its potency is noticeably less effective on higher level and sleep-resistant monsters.
Burn Cream: Level 10 potion. A thick, yellowish paste that can be applied to minor burns. The paste provides a cooling and minor healing sensation when applied to the affected area.
Frenmic Statue: A stone sculpture of a Frenmic Rabbit sitting up on its hind legs, nose in the wind. It's probably wondering who cut the cheese. A work of Adler. NPCMV: 22 gold.
Starter Wand: A starter weapon designed for novice adventurers, made out of cheap wood. It is well-balanced and easy to use but doesn’t hit particularly hard at all. You probably should get this replaced as soon as you can.
Small Music Box: Music Box Crafted by Hirosame, emblazoned with a logo on the bottom of the Emblem for Apocrypha as well as the Initials "HW" for Handy Wrench. The song that plays was requested by the user.
Regenerating Moon Cake: An odd red box containing a Moon Cake, a sweet pastry consisting of bean paste and egg yolks. Eating this cake slightly restores HP and raises the character's stats by a small amount for the next 10 minutes. Strangely enough, no matter how much cake you eat, another one will appear in the box after a full day.
Starter Cloth Armor: A basic set of cloth armor made from cheap fabric. They are not really protective, but they are better than going naked—probably. You probably do want to replace these asap, when you think about it.
Giant Squid Plush: A 20 inch long, soft and cuddly giant squid plush. It is pink in color, and has ten tentacles, two of which are a few inches longer than the others, making it possible for a person to tie the squid around their shoulders. The interior of the squid's body is hollow and lightly lined, designed so that small objects (mostly potions, small tools, jewelry, etc.) can be stored within. This "secret" compartment is accessible through the mouth of the squid, and is secured by a single button.
Basic Pharmacist Mortar and Pestle - A pharmacist's Basic Upgrade Tool that allows for grinding of ingredients into fine powders. Allows a Pharmacist to craft Level 11-20 Pharmacist materials by combining together lower-leveled materials through the Basic Material Upgrading recipe.
Strawberry Pocky: A small box of biscuit sticks, coated in a strawberry candy flavoring. These are popular snacks amongst Japanese teenagers, and are occasionally used in kissing games. Eating these provides a slight MP regen.
Apfelstrudel: An apple pastry popular in Austria and many other European countries. The dough is thin and elastic, and encases the apples, raisins and spices within. Eating this provides a slight MP regen.
Impure Tablet: Pharmacist ingredient, level 20 material.
Anti-poison Poultice:A poultice made from herbs that counteracts poisonous substances, by applying it to the affected area. The poultice has a very minor healing effect that should not be relied upon, nor should it be ingested. Ingesting it has a chance of worsening the poison debuff.
Lesser Mana Potion (L10) A basic mana potion that restores 100 MP. It's good for lower levels, but lacks the oomph higher levels need.
3 x Improved Medicinal Tablet (L20): Therapeutic Index bonus applied. A healing pill that restores about 750 HP. It is generally considered more convenient than drinking a formula due to the player only needing to swallow or chew the tablet. It has a toxicity rating of 1. After a player drinks potions with a total toxicity rating of 20, any potions taken afterward become halved in effect.
Eroding Enchant Scroll - Rank E enchant. Enchants on weapons. A scroll that can be enchanted onto an existing piece of equipment by using it in the Market Center. The scroll is consumed upon use, adding the prefix enchant "Eroding" to the equipment's name and applying the following effects:
- When fighting golems, increases the user's physical damage by 5 levels.
- Lowers the user's defense by 2 levels.
Sarum Map 8 - A torn piece of an old map. It seems to emit a weak magnetic energy due to the presence of mana within the cloth, magnetizing itself to other map fragments. Maybe if you combine fragments 7-9 together, something might happen?
Watership Down: Level 10 Grimoire - A grimoire that thinks it is a novel about a roving band of rabbits searching for a new home. Despite the front it puts up, however, it is very much a husk with a few rag tag pages. Lovers of the tale will find themselves quite disappointed if they were to open and attempt to thumb through it.
: Volkova : Level 10 Kukri: A finely polished, 19 inch kukri with six inches reserved for the handle and thirteen inches of blade, which has been carefully formed and sharpened to be better for hacking and slashing. The blade curves a few inches from the handle and then the weapon widens, giving the kukri its known form. Along with having an extremely sharp edge, the weapon curves a little more than usual, much like a crescent, as to give the weapon a slight piercing factor. On the back of the weapon, near the tip, a few inches of the weapon has been serrated to give the weapon some survival uses to it, as well as to increase damage dealt. The handle and holster are both formed out of a combination of well-polished iron and hard, but smooth, leather, giving the weapon some additional grip and to add to the ascetics of the weapon.
Near the base of the blade, as well as on both side of the black holster, there is a fairly decent sized engraving of a snarling wolf's head. Care has been given to the detail and one can see it very easily by simply glancing at the image. Rather than just make a snout and form the basic head, the wolf is shown to be snarling, and its teeth can be easily seen. Fur is shown standing up, and the animal's ears are pulled back as the animal glares towards its prey which seems to sit just off the tip of the blade. The image is reflected on both sides of the weapon and its holder, showing both sides of the wolf's head. At the base of the weapon, the Funeral Parlor symbol is engraved as a watermark.
Fallende Alptraum: A set of all black cloth armor in the fashion of a snugly fit tunic, form fitting leggings, and calf high, cloth boots. While it may seem to be too tight for comfort, it does a good job of accentuating what little female figure the wearer possesses.
Freezepop (L20): A simple, black wetsuit with a small (faux) dorsal fin attached to the back. It's mostly armor designed for underwater combat, but can be used to fool your friends into thinking you're an actual shark. Beware of harpoons, though. On the tag, there is a stylized F sewn into it to denote the crafter. Effect: L20 Movement speed increase.
Stone Whistle (L1): A small hand-sculpted whistle commonly made and used by shepherds and children. Though small and simple, the sound can travel up to five kilometers if there are no obstacles between you and your target.
Rousseau (L20) by 黒: A heavy duty and durable butterfly knife, with black, skeletonized solid metal handles, and a stainless blade with a black finish. The overall length is a little over eight inches, with a four inch blade. It makes for a fine recreational tool or weapon, but even the owner should beware the meaning behind its name; the blade's sharp edge can easily draw blood when mishandled or purposely swung.
Neep (L1): It's a black shirt with the phrase "Neep you, you neeping neep" printed in grey letters. It doesn't possess the intended worn in look, but perhaps in time...
Charm Potion (L10): A potion made from aromatic and aphrodisiac herbs. This reddish concoction causes a charm effect when used against an enemy, causing them to temporarily turn against their allies. A good wallop to the head or death can usually counteract it, however. The duration depends on the level of the materials used to make it.
Corrosive Poison (L10): A potion that is made by combining an impure poison with two mana shards. When shaken and tossed at an opponent, the mana activates and causes the poison within to become corrosive, like a weaker form of acid. When it makes contact with its intended target, the concoction causes a moderate burning effect, along with a stronger poison debuff. Unlike the standard impure poison, however, the duration of this debuff lasts only thirty seconds, but acts faster. The sickness debuff remains the same; all stats lowered for about a minute. Drinking it directly will lower the player's health by 200. Its potency depends on the average level of the materials used to make it.
Medicinal Pastilles (L10): A chewy, flavored pastille that has medicinal effects of either restoring HP or MP depending on the Base Herb that is used. Candies are delicious and convenient, especially for getting children (or adults) to take their medication without fuss. To create this successfully, chefs are required to have prior knowledge of crafting Ordinary Food and Sweet Confection, while Pharmacists are required to have prior knowledge of crafting Medicinal Formula and Lesser Mana Potion.
Potion of Water Breathing (L10): A recipe by Capsule. A potion derived of herbs from the sea, it allows the user to spend an additional two minutes underwater. This makes underwater combat or diving expeditions less wearisome. One should still be wary of swallowing too much salt water, however.
My Little Centaur Can't Be This Buff? (L10): The sculpture of an incredibly buff and masculine centaur, complete with two large sets of bull horns upon its head. It is roughly the size of a miniature pony, which does this fearsome creature no justice.
Inedible Pastries (L10): A platter that consists of three (oddly small) scrumptious looking pastries: a strawberry frosted donut with chocolate sprinkles, a blueberry and strawberry crepe with a drizzle of chocolate, and a raspberry tart. Do not be fooled, though! These are all carved from stone and cleverly painted to resemble actual pastries.
Scissor Blade Replica (L10): DON'T LOSE YOUR WAAAAY - a sculpture in the likeness of a large pair of red scissors. They are permanently locked in the folded position, with the blades themselves being 41 inches in length, and the entire object well over four pounds. Recommended for display only.
Hemlock Grove (L10): A simple flower pot, large enough to host a beaker. It was designed as an impromptu burner for on the go potion crafting, and is deep enough to support a few twigs or equally small kindling. As clay fired pottery, a little bit of flames won't do much in the way of damage.
Dragon Ear Cuff: An ear cuff wrought from metal, in the shape of a dragon. It is curved in a way so that it encircles the outer ear. A single leg juts towards the center, where it can latch onto another part of the ear, to provide further security. The tail of the dragon curls around the ear lobe, giving the effect of a tiny, metal dragon clinging to the wearer's ear. Increases the duration of the skill [Astral Bind] by 1 second.
Anti-stun Tablet (L20): Researched by Pharmacist Hanelli. A tablet that can be quickly ingested while in the heat of battle, this can help recover against the Stun debuff, allowing whoever has taken it to move right after being inflicted with the Stun debuff. Normally comes in tablet form, but instead if it being chewable, it is soluble, because once the player ingests this, it dissolves and becomes a liquid form, therefore allowing movement once the body has absorbed its liquid form.
Pesto Sauce (L10): A sauce made from ground up basil, garlic, pesto nuts and cheese, and stirred together for completion. It's a little salty, and should be diluted with a bit of water if added to pasta, but makes a suitable source of flavor when you're stuck eating bland or Unfounded food.
5 x Medicinal Tablet (L50): A healing pill that restores 1875 HP. It is generally considered more convenient than drinking a formula due to the player only needing to swallow or chew the tablet. It has a toxicity rating of 1. After a player drinks potions with a total toxicity rating of 20, any potions taken afterward become halved in effect.
Volkova (L20) by 黒: A finely polished, 19 inch kukri with six inches reserved for the handle and thirteen inches of blade, which has been carefully formed and sharpened to be better for hacking and slashing. The blade curves a few inches from the handle and then the weapon widens, giving the kukri its known form. Along with having an extremely sharp edge, the weapon curves a little more than usual, much like a crescent, as to give the weapon a slight piercing factor. On the back of the weapon, near the tip, a few inches of the weapon has been serrated to give the weapon some survival uses to it, as well as to increase damage dealt. The handle and holster are both formed out of a combination of well-polished iron and hard, but smooth, leather, giving the weapon some additional grip and to add to the ascetics of the weapon. Effect: Level 20. Inflicts elemental damage (dark).
Evanescence: A long, black cloak that is tattered at the ends. The interior of the cloak is of a deep purple, as is the back in places where signs of wear and tear occur. The provided hood almost appears to be too big for the wearer's head. Despite its somewhat questionable appearance, the cloak does give some Water and Ice resistance. In a way that many would call counterproductive, this cloak masks the wearer's somewhat feminine figure. Provides a 1% Resistance to Water/Ice Elements.
Rocket Dog (L20): A two-toned skateboard designed to accommodate an adult. The topside is black and barren, whereas the bottom is orange, depicting the blue outline of a scruffy dog in mid-run. Beneath the dog, in bold lettering, are the words "ROCKET DOG". The wheels of the board are a shade that match the logo, and have very faint lightning bolts etched into the sides. People are going to tell you not to ride on the sidewalk, but you aren't going to listen. You never do.
Miasma-Cleansing Spray (L56): A recipe passed down among the citizens of the Avon Valley to combat the threat of the Heretics. By breaking down mana into its basic composition of psyche, the element is infused into a spray that serves to clean away traces of Miasma. Applying this spray to a character affected with Corruption will reduce their Corruption points by 6. It also deals minor damage to monsters of the Miasma element.
Goat-kun (L19): A somewhat terrifying and lifelike mask in the likeness of a black goat's head, made from black sand blown into glass. Two sharp horns protrude several inches from the mask, giving the viewer the impression that the wearer is much taller than they really are. The pair of amber orbs set on either side of the long nose function as "eyeholes," and reflect light, casting quite the eerie gaze in low light. Effects: Gehenna Swarm's cooldown is lowered by one second, and physical resistance is increased by two levels.
Bigger In Texas (L19): "Everything's bigger in Texas"? What? You sure as hell don't know what or where Texas is, and you lack the patience to argue against this odd claim. Whatever. This accessory is a belt buckle crafted from alabaster stone and clay, formed as a malevolently grinning skull. You feel the need to grab and readjust it whenever a P.Y.T. passes by. Effect: Gehenna Swarm's cooldown is lowered by one second, and physical resistance is increased by two levels.
Virthuril (L50): A henna tattoo in the shape of a rabbit's head, with a tail attached behind it. It is situated on the wearer's left arm, just above the elbow.
Sun in a Bottle - Level 30 accessory. A warm ball of light in a bottle. When this item is summoned, it causes a Magic Light to appear beside the user for up to 30 seconds. Desummoning this item cancels the Magic Light but does not reset the duration. This item's duration refills itself by 5 seconds every post cycle.
Stonehenge Action Figure: An elaborate 12-inch toy of the grumpy rock golem boss. It comes with battle modes to copy its Rock Windmill and Stonewheel abilities. It also has a special collector's edition mode, allowing one to press the small red button on its back, causing the golem to transform into a ball for 5 seconds only to subsequently explode and shoot its rocky limbs throughout the room and likely into your furniture and loved ones. Recommended for children over 12. Contains small parts.
Fledgling Adventurer Sword - Lv5 longsword. Prefix: [Fledgling]. Suffix: [Adventurer]. A basic and easy to use weapon, crafted with ordinary metal but seems to possess some sort of innate ability said to bring out the best in newbie Adventurers.
Prefix [Fledgling]:
- When under Level 10, increases the user's physical damage by 2 levels.
- When under Level 10, increases the user's magic damage by 2 levels.
- When under Level 10, increases the user's defense by 2 levels.
Suffix [Adventurer]:
- When over Level 5, increases the user's physical damage by 1 level.
- When over Level 5, increases the user's magic damage by 1 level.
2 Subclass Change Tickets: Allows one's subclass to be changed, saving progress of the current subclass and starting the next subclass at either Level 1 or whatever level was left off. Use this in the Market Center and specify that this item is to be removed from your profile inventory rather than your shop inventory.
5 Skill Change Tickets: Allows a single main class skill to be switched with one at an equal or lower tier. Use this in the Market Center and specify that this item is to be removed from your profile inventory rather than your shop inventory.
Mentor Medallion: Lv1 accessory. A shiny medal worth 350 Gold if sold in the Market Center.
Aspiring Enchant Scroll - Rank D suffix enchant. Places the following effect on a weapon:
- When equipped, raises the lowest leveled party member's apparent damage and defense by 2 levels.
Aspiring Enchant Scroll - Rank D suffix enchant. Places the following effect on a weapon:
- When equipped, raises the lowest leveled party member's apparent damage and defense by 2 levels.
Trickster's Hat: Lv10 vanity clothing. A pumpkin-shaped hood of the Trickster. While he never revealed him in the end, he leaves behind the spirit of Halloween. Part of the Trickster Set.
- 1 Trickster Vanity Item: A small orange pumpkin animation floats about the user, spinning around their body aesthetically.
- 2 Trickster Vanity Item: A small orange laughing jack-o-lantern animation floats about the user, spinning around their body aesthetically.
- 3 Trickster Vanity Item: A small orange laughing jack-o-lantern animation, covered in purple flames, floats about the user, spinning around their body aesthetically.
Windsor Antiqua Throwing Knives: Lv5 throwing weapons. Small and portable knives with blades too small and impractical for close combat, but decent application as ranged weapons. They come in limited supply, so players will have to retrieve the weapons after it runs out. A dozen knives come in this set; if any go missing for over an hour, they will automatically return to the player's inventory. They are mass-produced generic weapons created by the People of the Land, and so is a little more expensive to buy than if one were to normally craft a similar-quality weapon.
Appletini: Lv5 drink. A (shaken, not stirred) sweet and sour apple cocktail. It is a pretty, green color, and comes with a salted rim and cherry for a garnish. This mix gives a small healing effect to the person who drinks it.
Lu Bu's Qianlima - A Novel: A grand tale of a legendary horse of ancient China. Reading it gives you a sense of renewal courage. Its bindings have already been opened and its magic released, so it is now just an ordinary book.
Starter Cloth Armor: A basic set of cloth armor made from cheap fabric. They are not really protective, but they are better than going naked—probably. You probably do want to replace these asap, when you think about it.
Bobby Hill: A cheap, off-brand red satchel, slightly worn on the bottom. Perhaps it has been used to smack things around? Whatever the case, one should refrain from taking a lady's purse. That's rude, yo.
Anarchy Belt [5]: 'Elk, you can't put on a bunch of belts and call it an outfit.' Whoever said so was wrong. At a certain someone's request, however, the crisscross pattern of belts that were designed to (scantily) clad the monk's figure are attached to a shirt and set of hot-pants. Said outfit also includes a long, black jacket, knee high leather boots, a fluffy white collar and a large set of black and white bunny ears.
Private Eyes [L10]: A light, portable wall of oriental design. It is made in such a way that one could easily mistake it for a cheap room divider (it's even curved like one), though they would be in for a nasty surprise if they were to run headlong into it. It is quite the sturdy (and fashionable) wall.
Thai Iced Tea: An amber colored tea made from strongly brewed black tea, sweetened with sugar and condensed milk, and spiced to give it a bitter sweet taste. It is served over ice to help counteract the heat of the environment or just to the drinker's preference. Drinking this drink provides a slight HP restoration. After using this item, the character takes 10% less damage from Fire-based attacks but takes 10% more damage from Ice-based attacks for their next post.
Kaga's Robes: A set of red robes wrapped over a long sleeved brown shirt and pants that are baggy around the thighs. The robes dip down in a deep v formation, exposing a bit of cleavage. The rest of the armor is rather modest, however, covering the rest of the wearer's body down to their arms and feet.
The Velveteen Rabbit: A child's stuffed toy sewn from velveteen. It is rather shabby looking and is missing an eye, but brings back nostalgic memories of childhood and naivety.
White Knuckles (L20) by 黒: A simple set of silver brass knuckles, with small spikes jutting from the knuckles. These are actually an accessory item, but to the undiscerning eye can be quite intimidating. Effect: L20. Attack stat increase.
Reach for the Moon: A set of cloth armor that consists of a jumpsuit and ankle length boots. The jumpsuit is black and sleeveless, with a design that is not only form fitting, but pliable as well. The boots are a slightly darker shade of black, with two inch heels, boosting the user's height from 5'11 to 6'0. Overall, this set is rather simple, but not at the expense of fashion. Increases the wearer's movement speed.
Cruel Summer (L20): A black, strapless (battle) bikini, accompanied by a short, teal sarong that acts as a cover up when not in the water. It's not very practical armor on dry land, but makes those underwater instances easier to maneuver. On the tag, there is a stylized F sewn into it to denote the crafter. Effect: Level 20 Movement speed increase.
Sorrel (L1): A simple painting of a young black werecat with striking yellow eyes. A sharply curved "E" has been painted into the bottom right corner.
Aviator Goggles These lightweight and stylish goggles sport grey smoke lens and a gloss black frame. The lens are fog proof, and the provided lining helps provide a snug, yet comfortable fit, along with locking dust and debris out. Effect: Physical resistance increased by two.
Immortal Smoke: An Elizabethan styled clay pipe, distinctly made from different colors of clay and stone to give it a marbled effect. At less than four and a half inches, it is rather small but functional. Effect: Physical damage increased by two levels.
Candy Cigarettes (L10): A pack of short, white candied sticks that have a tart taste. These are commonly consumed by kids who like to simulate the real thing. Provides a slight MP regen.
Peppermint Stick (L10): A long stick of hard, minted candy. Sucking on this stick not only refreshes the breath, but supplies a slight MP regen as well.
Heart Shield (L25): A wooden tower shield, shaped like a heart. It is not quite as heavy as a shield wrought from metal, but is still cumbersome for smaller or weaker players. Effect: Passive health regen
Shruikan (L25): A sturdy wooden wall, colored white with charcoal. Intricate designs in the form of a dragon's silhouette have been lightly sketched onto one side with black charcoal.
Blink (L25): A wooden sliding door, colored black with charcoal. The painting, Eye of Shruikan, is attached, and will disappear from sight when opened. Said painting is set on a long stretch of canvas, with a large red eye painted onto it. The eye is framed by the black scales of a dragon. The quality of the dragon's eye is good enough to startle the easily frightened or unwary.
Sarum Map 1 - A torn piece of an old map. It seems to emit a weak magnetic energy due to the presence of mana within the cloth, magnetizing itself to other map fragments. Maybe if you combine fragments 1-3 together, something might happen?
Red Wine (L20): A violet red wine known for its health benefits. It's supposedly good for the heart, and can be enjoyed with a meal or used as an ingredient for cooking. Drinking this drink provides a slight HP restoration. Due to the qualities of this item as a cooking ingredient, it can not only be used by a brewer to make beverages, but also a chef to give a distinctive flavor to their cuisine. If this item is used in a craft, the resulting crafted item's HP restoration effect is doubled. This effect does not stack or carry over.
Irish Coffee (L20): A cocktail consisting of hot coffee, whiskey, and sugar, stirred, and topped with thick cream. Drinking this drink provides a slight HP restoration.
Bloody Mary (L20): A spicy cocktail made with tomato juice, vodka, and garnished with shrimp, olives, a wedge of lime and a stalk of celery. Drinking this drink provides a slight HP restoration.
Peach Bubble Tea (L20): A sweet, peach flavored drink that consists of milk, tea and tapioca pearls. It comes with a straw large enough so suck up the pearls along with the drink. Drinking this drink provides a slight HP restoration. After using this item, the character takes 10% less damage from Fire-based attacks but takes 10% more damage from Ice-based attacks for their next post.
Elk's Hard Lemonade (L20): Traditional lemonade spiked with vodka and chilled with British Snow, making it a perfect choice for those hot and humid summer days. Drinking this drink provides a slight HP restoration. After using this item, the character takes 10% less damage from Fire-based attacks but takes 10% more damage from Ice-based attacks for their next post.
Soda: A fizzy beverage loved by children and college students alike. It's generally made with carbonated water, sweeteners and a flavoring agent. Drinking this drink provides a slight HP restoration and a minor increase to movement speed. The Brewer that crafts this item may rewrite its name and description.
50 x Appletini LV 20: A (shaken, not stirred) sweet and sour apple cocktail. It is a pretty, green color, and comes with a salted rim and cherry for a garnish. This mix gives a small healing effect to the person who drinks it.
Freddy Krueger (L40) by 黒: A replica of the clawed glove used by the infamous horror movie villain. The design is much sleeker, however, and whereas the original was tacked onto a leather glove, this is a black gauntlet. The only leather pieces are those hidden beneath the glove, designed to lightly pad the hand. Fortunately for the victims slashed by this weapon, death is not a permanent thing, nor can the wearer invade and kill you in your dreams...directly. Effect: Inflict Sleep debuff on hit with % chance
Prayer Beads - Lv25 accessory. Beads that are worn upon the wrist. They not only look fashionable, but they seem to emit a distinct aura when the user performs grappling moves in the midst of battle. Effect: The cooldown for Suplex is reduced by 2.5 seconds.
Venetian Earrings - Lv25 accessory. Golden earrings that emit a mysterious light whenever the user encounters energy of a supernatural nature. Effect: Holy Banishment's damage is increased by 6 levels.
Red Stone of Aja - Lv8 accessory. A silver necklace with a big red gemstone embedded in its face. It glows as though vibrating with the power of one's youthful heart. When this accessory is equipped, the skill duration of the wearer's Bullet Punch skill is increased by 0.2 seconds.
Scuba Gear - Level 20 accessory. Scuba diving equipment. When equipped, it prolongs your underwater breathing ability by 2 minutes.
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.
Fledgling Adventurer Sword - Lv5 longsword. Prefix: [Fledgling]. Suffix: [Adventurer]. A basic and easy to use weapon, crafted with ordinary metal but seems to possess some sort of innate ability said to bring out the best in newbie Adventurers.
- 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.
- When under Level 10, increases the user's physical damage by 1 level.
- When under Level 10, increases the user's magic damage by 1 level.
2 Subclass Change Tickets: Allows one's subclass to be changed, saving progress of the current subclass and starting the next subclass at either Level 1 or whatever level was left off. Use this in the Market Center and specify that this item is to be removed from your profile inventory rather than your shop inventory.
5 Skill Change Tickets: Allows a single main class skill to be switched with one at an equal or lower tier. Use this in the Market Center and specify that this item is to be removed from your profile inventory rather than your shop inventory.
Mentor Medallion: Lv1 accessory. A shiny medal worth 350 Gold if sold in the Market Center.
Demon Butler's Gloves - Lv15 accessory. Grandier's once spotless gloves. Part of the Demon Butler set.
Demon Butler's Tie - Lv15 accessory. A neat tie that was once worn by Grandier. Part of the Demon Butler set.
Fallen Queen's Crown - Lv15 accessory. A crown that was originally worn by the lords of Windsor. Part of the Fallen Queen set.
Skjaldborg - Level 50 -Armor which has been forged after tireless days of hard work and research done by the Funeral Parlor. Scaled armor is formed out of an array of tiny pieces, or scales (and that is where the name derives from). The pieces, or scales, are formed and welded together in such a way which increases flexibility for the user while keeping the same level of protection and weight as an equivalent piece of Light Armor does. The armor is much easier to maintain than plated or leathered armor, as the damaged pieces can be removed and replaced by a skilled blacksmith. In addition to that, the armor is slightly modular, allowing the user to "personalize" the armor by increasing or decreasing the amount of surface area they wish the armor to have (Ex. A full sleeve of scaled armor, or just half-of a sleeve). Anyone intending to craft this armor, however, must know the dimensions of the person they are crafting for, as the number of scales required in the armor will be proportional to those dimensions.
This armor has been modified to have additional scaled plates on the upper arms, protecting the user's biceps from harm. This armor has also been polished and cleaned, exchanging the sooty black color for a smooth, glossed silvery-grey.
[Reforge Effect: Defense Increased by 35%, Movement Speed increase 25%, Reflect 10% of Physical Damage]
Hand of the Tired Soul -- Level 50 -- The trickster whom had put the Father of all to rest, twice, was one whom was the lord of all that was sleep. He lived deep within the bowels of Hades inside of a cave where the river Lethe flowed through. Not a sound passed through this cave, and very few came to disturb him except for the troublesome Hera. Twice, the woman had called upon this man in order to help her with her devious plots, and twice he was successful.
This God was the Son of Nyx, and the Brother of Death, and due to the powers bestowed upon him the blade used to mimic this god is much more relaxed than its brother's weapon. The design is sleeker, but its effectiveness is still just as vicious. The blade reaches out twenty inches from the hilt, curves upwards for an enhanced slicing ability, and has a broad side of three inches. The blade has been forged to be just as sharp and sturdy as a katana, but there is a slight split in the sharp edge of the blade as if there were two blades merged into one, allowing for a dual-cut with every slice. This modification had made the blade slightly weaker than the katana, but it remains just as deadly. Unlike its brother blade, this blade does not have a back full of razor teeth. Instead, there is a slit in the back of the blade which runs from the hilt until just before the tip. Here, the user may inject any number of fluids to damage their foes with.
The hilt design of this blade is much more relaxed and not as threatening, but is still protective of the wielder. The guard is a solid square, protecting the user's hand from any foreign objects or jagged objects. The hilt is composed of the underlying rectangular metal piece wrapped in tightly compacted cloth with black stained leather over the top. The pommel, on the other hand, is still as deadly. Like its brother's, the pommel has a sharpened pyramid setting atop a flat square piece connected to the hilt. This pyramid has been sharpened at the tip and can be used to strike an opponent should there be a need for it.
Just above the guard on the blade, the Funeral Parlor emblem has been engraved into the metal. Along the spine of the blade near the midway point, the following is written in Greek; "It is in your dreams, where you will find me, but it will be your blood which will define me."
[Reforge Effect: Heal HP equal to 15% of damage dealt]
Arm of The Indiscriminate One -- Level 50 -- Many of the Gods of the Greek faith were kind in nature and tended to the human race with a very passive attitude. However, there were others whom influenced the law of the land through more subtle means. One of these Gods, the Son of Darkness and the Night, was fierce with his hold over man. He was relentless, unforgiving, and brutal, taking the lives of whomever he wished. His hate is pure and boundless, even the Sun acknowledges this and avoids touching him with its beams. The Blade which represents this God reflects that attitude, and any person near it can feel the burning love for death in the air around the sword.
The sword is long, reaching nearly twenty inches from the base of the blade to the tip [excluding the hilt] and has a slight curve upwards as to enhance its slicing ability. The flat side of the sword, from edge to spine, is three inches. The cutting edge of the blade is razor sharp and has been tended to in such a way that its slashing power could challenge that of a katana's. To make it even more deadly, the back of the blade is jagged and contains a long row of teeth stretching from the tip to the middle of the sword's length. Just as the teeth end, there is a hard downward curve back towards the tip, and then a slight curve back towards the hilt. The edge at this point is sharpened as well. The reason for this is to increase the damage dealt when the user pulls their blade back out of their opponent after driving the entire blade through. The hilt contains the deadly design in its construction as well. The guard where the blade meets the handle is an elongated octagon, with all of the corners protruding slightly into points. The guard itself is solid. The hilt, formed with a base of solid iron, is a collection of cloth tightly packed and wrapped by hard black stained leather, protecting the hand of the user from the metal. The pommel of the hilt is much like the guard, and square shape. However, the middle has a small, pyramid like protrusion sticking out, which allows the user to stab backwards. The wound caused by the hilt-strike is not meant to be deadly, but is enough to wound and stagger the unprepared.
Boldly engraved onto the base of the blade right above the guard, on both sides of it, is the Funeral Parlor's coffin. Along the top edge below the razors are the following words, written in Greek: O blessed power, regard my ardent prayer, and human life to age abundant spare.
[Reforge Effect: Damage Treated as Magic Damage]
Heaven’s Fall mK I [L] -- Level 90 -- [Image] -- In war, not all battles are fought at length. There are times when the walls collapse, when the line breaks, and it is in those times when the true men shine. For it is in these times that all sanity must be left behind; it is you, or your enemy. There is no middle ground. Kill with your hands and take their lives, or have your own be taken and leave your family behind. Many warriors who have stood on the line recognize this time. It is cold, and it is frightening. The sight of your potential doom is something which makes even the strongest men quake. However, it is in this time that many men find themselves. Grab hold of your destiny, Soldier. Stand. Fight.
[Reforge Effect: Heal HP equal to 22.5% damage dealt]
Heaven’s Fall mK I [R] -- Level 90 -- [Image] -- In war, not all battles are fought at length. There are times when the walls collapse, when the line breaks, and it is in those times when the true men shine. For it is in these times that all sanity must be left behind; it is you, or your enemy. There is no middle ground. Kill with your hands and take their lives, or have your own be taken and leave your family behind. Many warriors who have stood on the line recognize this time. It is cold, and it is frightening. The sight of your potential doom is something which makes even the strongest men quake. However, it is in this time that many men find themselves. Grab hold of your destiny, Soldier. Stand. Fight.
[Reforge Effect: Heal HP equal to 22.5% damage dealt]
Geared Soul [mk I] – Level 90 -- [Image] -- Repetition, repetition. Tick, tock, tick tock. Live your life by the sound of a clock, like a metronome. No emotion, no fear, but never ending. Eternal. It is constant, it is everlasting, and it is a curse. There is no joy, there is no sorrow, and there is only the lonely cold floor which supports one’s feet. A life full of living like a puppet, like a doll, there is no satisfaction in that. It is a hard path, but it is one which is long. Tick tock. A clock’s sound never ends. Time continues, there is no pause. But in such eternity, there is beauty. Much like time, true love never dies. Submit your soul to the warmth of another, you sad machine, and let that metronome tick.
[Reforge Effect: Ranged Damage Increase - +15% / Inflict [Bleed] on hit - 10% Chance]
One Hundred Thirty -- Level 90 -- It is said in Legends that there was once a cult that hid in the mountains to the North. This cult gathered up children from the surrounding towns, kidnapping them in the night with the sounds of their flutes and music. Where did they go? Nobody knows. However, two strays which returned home told of the tale, told of the sounds. They did not know where the others were led, and they did not tell of who was behind it all. A total of one-hundred thirty children were led astray and not a single one has been seen since. Families mourned their losses and cities fell silent. For almost a month after the abductions, in the distant forests, music could be heard along with the sounds of faint screams.
These arrows, made out of all metal except for the feathery fletching, were created to remember the One Hundred Thirty. Each arrow in the quiver symbolizes a life which had been stolen and each arrow is marked with a name. These names were retrieved from the records building where the list of missing children can be found. When using the arrows, one can almost hear the children pleading for help.
[Reforge Effect: Damage Treated as Magic Damage - 120% / Physical Resistance Pierce - 10 Levels]
Viper Recurve Bow [Level 10]: This recurved black walnut wooden bow seems more like a work of art than a weapon of war; fine engraving dance over the polished wood and the drawstring gleams of a sickly dark purple when drawn.
10 x Hand Grenade/: An object of destruction, that is what this is. Created by the Funeral Parlor, this weaponized form of hand-held magic is a virtual form of the real life grenade. It is just slightly bigger than the average palm and nestles comfortably into one's grip. It operates using a two-pin safety system and houses enough Black Dust to blast the shell into hundreds of small pieces of shrapnel. To activate the grenade, one must first release the safety pin, which keeps the main lever from accidentally being pulled. Then, the user yanks on the main lever. Inside, two pieces of flint light the fuse. Said fuse burns for five to six seconds before lighting the explosive powder within. Due to the tight space and compression, the Black Dust erupts and explodes. This weapon of doom causes fire damage, can cause bleed effects, and may potentially stun the opponent if they are extremely close to the blast. But beware, once the lever is pulled; the grenade is no longer your friend.
36 x Mana Fragments
Doppelganger Potion: Level 50. A recipe by Pharmacist Capsule. The Doppelganger potion allows the user to masquerade as another person, by cloaking them in an illusion that perfectly mimics bodily appearance, voice, equipped items and (public) character information. The only thing it cannot replicate are mannerisms. For best results, one should take this potion while in close proximity of the target, otherwise they will take on the appearance of the closest person around. The effects will also wear off prematurely if the user is attacked or uses attack based skills. The potion has a five second application time, a ten minute duration, a toxicity rating of 10, and the level of the potion must be higher or equal to that of the target.
Tranquilizer: Level 30. A liquid sedative in a syringe that causes tranquility within the affected person or beast. Lower doses have a desirable calming effect, while higher doses can inflict drowsiness, slurred speech, poor judgement, clumsiness, and lowered reflexes. It does not quite work like the Animal Trainer's Pacify skill, in that it does not lower a monster's nature. The effects do last for thirty seconds, however. Its potency is reliant on the average level of the materials used to make it, and has a toxicity rating of 4.
Skinwalking Potion: Level 50. A deep violet potion that allows the user to transform into an animal or monster in the area. In doing so, they lose the ability to attack or speak, but their identity (IGN, guild, etc.,) is replaced with the basic info of the creature they are mimicking. The disguise is shattered when the user is assaulted or leaves the area. The level of the potion depends the highest level of monster the user may mimic. While great for espionage, it is not advised to masquerade as higher leveled monsters or field bosses, as others may attack you on sight. It has a toxicity rating of 3.
Stat Booster: Level 55. A recipe by Icyferno. A potion which temporarily increases the agility stat by 3, allowing the user to momentarily go beyond their current limits. It is especially useful when used in a fight with an opponent much stronger than oneself. The effects of the potion do not stack with itself, even if the stat increased is different, but will stack with anything else. The duration and extent of the increase depends on the level of the materials used to make it, directly correlating to the stat bonus, and it has a toxicity rating of 1. After a player drinks potions with a total toxicity rating of 20, any potions taken afterward become halved in effect. Therapeutic Index applied.
Obsidian Hand -- Level 90 Metal Accessory -- The ability of the Blacksmith is determined not only by his skill, but also by the tools he has available to him. It is as they say; a job is only difficult if you do not have the right tools for it. This object is a reflection of the Blacksmith's will for perfection, and its durability is unmatched. The black metal head of this tool is made of iron, heat blasted and smelted down to its purest form before having properties of carbon added to it. The finished product? A hardened block of solid steel. The Funeral Parlor emblem is engraved on the side of the hammer.
Reforge: +9 Blacksmith Production Quality Increase
Breathing Guard -- Level 10 Cloth Accessory -- When working in the forge, the air can get quite stuffy and the harsh metals sometimes give off poisonous fumes. This item. due to its weave and layered tailoring, captures a lot of the poisons and toxic particles in the air caused by working in the forge, allowing the Blacksmith to focus more on his crafts than for his own health. The Funeral Parlor emblem is engraved on the lower left of the cloth.
Reforge: +1 Blacksmith Production Quality Increase
Mana Meter -- Level 50 Metal Accessory -- Precision is key when dealing with volatile materials, and a smart Alchemist is always aware of what he is working with as well as what he is attempting to do. Many materials force this upon the craftsman due to their difficult requirements, and mana is no exception to that rule. This item is a small box with a small mana orb in its core. When near strong magic sources, the orb begins to glow and lights up. It is very useful for testing the power of an object or for checking if something still has traces of mana in it. The Funeral Parlor emblem is engraved on the bottom of the box.
Reforge: +5 Alchemist Production Quality Increase
Needle Set -- Level 50 Metal Accessory -- Because sometimes, the regular items from the shop just can't get the job done. They are either too dull, too boring, too small, too large, or just not right. This set of needles is a personalized set of tools for the owner, created to make the job of Tailoring easier and more efficient. The needles in the set range in size, shape, and each needle has a specific use for a specific style of threading. There are also several different variations of the same needles, each with different thread holes to hold different sizes of threads. The right tools for the job make getting things done a lot easier.
Reforge: +5 Tailor Production Quality Increase
Thread Charm -- Level 50 Metal Accessory -- An item does not always have to be a show of strength to be useful, but instead it could be used as a symbol of skills. This charm is one of those symbols. Dangling off a little chain with a small latch is a charm symbolizing the tailoring craft. The charm is a needle set diagonally in a thread which wraps around it in a circle. There is another thread which also swirls around the needle itself. At the back of the needle, a thimble looms in its shadow. The Funeral Parlor emblem is engraved on the back of the thimble.
Reforge: +5 Tailor Production Quality Increase
2 1/2 Pound(s) of Black Dust: A black powdery substance which is highly volatile created by the Funeral Parlor. In its current form, the powder is not deadly. However, upon applying a slight amount of open flame to the powder, it will ignite. Lower amounts of the powder will simply burn. Larger amounts of the powder can, and will, explode. Increase the amount of powder and more heat to create a larger explosion. Keep this item away from any sources of high heat or open flames. Store it in a sealed and thermal resistant container during transport. You have been warned.
Inventory
Scholar's Charm: Level 14 accessory. A piece of cloth where one would write messages of good luck and encouragement, tie the cloth in an intricate manner, and then attach it to the body in various ways include as a bracelet or hair accessory. While they are no longer allowed during examinations due to accusations of cheating going on, it is still a common tradition to make them. An insignia of a parasol has been sewn into the inner lining to denote the crafter. Reforge: +1 Blacksmith Production Bonus
Brawler's Garb [Level 20]: A Warrior is not hindered by the openness of his clothing! A white, sleeveless tank covers the center of the body, while a black sleeveless coat, that extends in the back down to the calves with a split between the legs, covers the rest. Baggy black pants to cover his legs, and provide free range of motion. Black boots that go underneath the pants fit snugly around the wearer's feet, giving maximum comfort in the heat of battle. Black finger-less gloves cover the user's hands, keeping them safe from any wear and tear that punching things may introduce. The armor gives enhanced fighting capabilities; Perfect for a Monk. On the tag, there is a stylized F sewn into it to denote the crafter. Effect: Increase Physical Damage
Starter Long Sword
Windsor Antiqua Longsword (L5)
Eis Null (Ice Zero) by 黒: Level 15. A long sword that is ice blue and is that cold. It has a slim figure that makes it extremely light and fast while using it, it also has a long blue ribbon that wraps around the blade acting as a scabbard. The length of the weapon is 31.2in/79.248cm. Effect: Level 15 Elemental Damage (Ice)
Neun Flamme (Flame Nine) by 黒: Level 15. A Katana that has a shining metal blade that looks like glass. Having a handle only large enough for one hand, it makes it more of a weapon that would be used with another weapon. It's scabbard is checkered red and black and has a symbol the looks like a phoenix's head. The length of the weapon is 31.2in/79.248cm. Effect: Level 15 Elemental Damage (Fire)
Reflecting Dawn: A small cloth bracelet that has a small mirror that reflects only the light of the sun at dawn. A stylized F is sewn on the bottom of the bracelet so that it is hidden from plain view to denote the crafter. Effect: Movement Speed increase
Windsor Antiqua Cloth Armor: Lv5 cloth armor. A decently woven garment that allows the best mobility but weakest defense. 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.
The Shining Dawn L.15 – A red coat with white fur along with a pair of denim shorts with fur at the end and a pair of sandals. The logo on the back of the coat is a bright sun rising from the sea. There is a stylized F sewn on the tag to denote the crafter. Effect: Fire Resistance
Windsor Antiqua Cloth Armor: Lv5 cloth armor. A decently woven garment that allows the best mobility but weakest defense. 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.
Wild Morning L.15 – A green jacket with fur on the rim of the hood, along with a yellow button up shirt, a white undershirt, a black pair of jeans, and an orange pair of sneakers There is a stylized F sewn on the tag to denote the crafter. Effect: HP Increase
Windsor Antiqua Bow: Lv5 bow. A wooden bow reinforced with a bit of leather for good gripping. 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.
Wooden Arrow: A basic wooden arrow. Not really strong, but cheap and can be easily mass produced.
Starter Short Bow: A starter weapon designed for novice adventurers, made out of cheap wood. It is well-balanced and easy to use but doesn’t hit particularly hard at all. You probably should get this replaced as soon as you can.
Windsor Antiqua Throwing Knives: Lv5 throwing weapons. Small and portable knives with blades too small and impractical for close combat, but decent application as ranged weapons. They come in limited supply, so players will have to retrieve the weapons after it runs out. A dozen knives come in this set; if any go missing for over an hour, they will automatically return to the player's inventory. They are mass-produced generic weapons created by the People of the Land, and so is a little more expensive to buy than if one were to normally craft a similar-quality weapon.
Impure Poison: Level 10 potion. It has a toxicity rating of 5. Drinking it directly will lower the character's current HP by about 100. Of course, its attributes as a poison makes it more useful when applied to a weapon and used to attack an enemy. Enemies struck by a weapon affected by Impure Poison have a chance of acquiring a minor poison debuff which slowly lower HP over the course of a minute and sickness debuffs which lower all stats for about a minute.
Golden Horse Sculpture: A figure of a horse made from pure gold. It can be kept for decoration purposes or sold to People of the Land merchants for 500 gold.
Golem Enchant Scroll: Rank E enchant. Enchants on 1-handed equips. A scroll that can be enchanted onto an existing piece of equipment by using it in the Market Center. The scroll is consumed upon use, adding the suffix enchant "Golem" to the equipment's name and applying the following effects:
- Familiar: Golem is treated as though it were 4 levels higher.
- Raises the user's defense by 2 levels if Chain or Plate Armor is equipped.
- Lowers the damage of the user's Wind-type attacks by 4 levels.
Blades of The West: Lv10 throwing weapons. Weapons are not measured in just how they look, but in their usefulness. They are also measured in their weight. Is it worth carrying the weapon to battle? Is it worth drawing it? The blacksmith attacked these questions in a simple manner; increase the number of weapons, decrease their sizes, increase their amount of uses. Twelve blades, each twelve centimeters in length, have been created for this purpose. Designated at "throwing knives" or "throwing blades", the twelve are able to be launched by the user from a distance and are able to strike down foes a usual blade user may not be able to reach. Unlike other throwing knives which may have only straight edges, the edges of all twelve are completely serrated and lined with teeth all along their lengths, except for on their very short hilts. Additionally, the tips are barbed, making pulling the knives from their impact points very difficult to do without harming oneself. Because of their length, the weapons can be used for throwing and may also be drawn and used for makeshift daggers.
Stone Enchant Scroll - Rank E enchant. Enchants on armor. A scroll that can be enchanted onto an existing piece of equipment by using it in the Market Center. The scroll is consumed upon use, adding the prefix enchant "Stone" to the equipment's name and applying the following effects:
- Barrier Spike is treated as though it were 3 levels higher.
- Increases the user's Physical resistance by 1 level.
- Lowers the user's Wind resistance by 2 levels.
Eroding Enchant Scroll - Rank E enchant. Enchants on weapons. A scroll that can be enchanted onto an existing piece of equipment by using it in the Market Center. The scroll is consumed upon use, adding the prefix enchant "Eroding" to the equipment's name and applying the following effects:
- When fighting golems, increases the user's physical damage by 5 levels.
- Lowers the user's defense by 2 levels.
Stone Enchant Scroll - Rank E enchant. Enchants on armor. A scroll that can be enchanted onto an existing piece of equipment by using it in the Market Center. The scroll is consumed upon use, adding the prefix enchant "Stone" to the equipment's name and applying the following effects:
- Barrier Spike is treated as though it were 3 levels higher.
- Increases the user's Physical resistance by 1 level.
- Lowers the user's Wind resistance by 2 levels.
Sarum Map 8 - A torn piece of an old map. It seems to emit a weak magnetic energy due to the presence of mana within the cloth, magnetizing itself to other map fragments. Maybe if you combine fragments 7-9 together, something might happen?
Iron Screwdriver (L10): A legendary tool, once lost in the abyss. Proposed by Blacksmith Saber, an item made entirely of pure iron which is used in the tightening of objects with the same head-slot as the tip. The screwdriver can vary between three tips: "Phillips-Head" (which has a plus-end tip), to a "Flat-Tip" (which has a wedge-type tip), or a "Star-tip" (which can have multiple different numbers of edges depending on the fabrication method). It seems like it'll come in handy as a tool for Mechanics and Woodcrafters especially.
Fragile Basic Blacksmith Hammer - A blacksmith's Basic Upgrading Tool used for metal forging. Allows a Blacksmith to craft Level 11-20 Blacksmith materials by combining together lower-leveled materials through the Basic Material Upgrading recipe. It doesn't seem to be in good quality though, so it will break after use in any one crafting thread.
Blade of The South: Lv10 one-handed sword. A short one-handed blade crafted out of nearly completely purified iron ore which shines in the light due to its glossy look. The amount of care the blacksmith put into the weapon can be seen by just glancing at the finely polished weapon, and it can be heard in the slicing sound in its swing. Even for its level, the craftsmanship is near perfection. It is shorter than a usual sword, its length being only fifty-centimeters from base to tip, but it is much heavier than one would think by just looking at it. The density of the weapon is much higher due to numerous folding and wrappings of the metal, giving it a false sense of weakness to those whom have never held it. The weapon is formed to mimic an ancient sword, the Xiphos, but it is slightly more slender than the older weapons. At the base on both sides of the iron blade, three inches of the weapon have been serrated to increase damage should the entire length of the blade be used. With just a look at the weapon's aesthetics, it is easy to see that it is one of two swords; a pairing of blades. This weapon in particular gives off a slight red aura around it. The blade is a slight yellow like the sand on a beach, and its hilt is laced with maroon colored leather. At the base of the sword where the blade meets the hilt, a small pure black guard protects the user's hand. In the center of the guard, and reaching slightly down towards the hilt, a small red gem sits nestled inside of the handle.
Blade of The North: Lv10 one-handed sword. A short one-handed blade crafted out of nearly completely purified iron ore which shines in the light due to its glossy look. The amount of care the blacksmith put into the weapon can be seen by just glancing at the finely polished weapon, and it can be heard in the slicing sound in its swing. Even for its level, the craftsmanship is near perfection. It is shorter than a usual sword, its length being only fifty-centimeters from base to tip, but it is much heavier than one would think by just looking at it. The density of the weapon is much higher due to numerous folding and wrappings of the metal, giving it a false sense of weakness to those whom have never held it. The weapon is formed to mimic an ancient sword, the Xiphos, but it is slightly more slender than the older weapons. At the base on both sides of the iron blade, three inches of the weapon have been serrated to increase damage should the entire length of the blade be used. With just a look at the weapon's aesthetics, it is easy to see that it is one of two swords; a pairing of blades. This weapon in particular gives off a slight blue aura around it. The blade is nearly white like the snow on the mountains in the distance, and its hilt is laced with dark blue leather. At the base of the sword where the blade meets the hilt, a small pure white guard protects the user's hand. In the center of the guard, and reaching slightly down towards the hilt, a small blue gem sits nestled inside of the handle.
Storm of the Father -- Level 50 -- Many bows are comprised of wooden sticks or long planks, however this weapon is formed out of a finely crafted and mended piece of strengthened iron. Tempered and created with a consistent and gentle curve to the naked eye, the bow takes the shape of a hunter's recurve bow. A rolling bend similar to a hill-top at the belly and the back of the bow, but a steady decline in the angle as the distance from the handle increases until the ends are completely straight, and actually curving into the opposite direction slightly at the nocks. However along many places on the bow the curve increases its angle ever so slightly which allows for greater flexibility along its length. Yet, the curve does not bend too far, as doing so would decrease its combat capabilities. Due to the metal make of the bow, pulling on the thin braid of metallic strands attached to the tips of the artillery weapon requires an extreme amount of strength, making the device useless to any person whom is physically, and mentally, to weak to fight.
The handle where the bow user grips has been moulded to essentially cup the user's hand into it and there is a slight lip which runs along right above where the user's thumb would rest. This lip acts as a slight platform for the docked arrow to be placed just before use. Built into the back of the handle, just above the user's thumb, is a very small bubble created out of glass with water inside of it, giving the user the ability to check the angle of which he is holding the weapon. A thin black line runs across the center of the bubble and the amount of water inside lines up exactly with that line when the bow is held perfectly straight.
Along the front of the actual bow itself, several markings have been etched into the bow's body. The markings resemble those of ancient Greek symbols which represent the ideals of the God which the bow relates to; Zeus. Power, strength, leadership, and kingship are the four symbols on the upper half of the bow. On the lower half, patience, brotherhood, love, and family have been carved. On the handle where the user's palm would grip onto, the Funeral Parlor emblem has been engraved into the bow's iron body.
[Reforge Effect: Higher Damage against Bosses]
Bullets of the Sun -- Level 50 -- Individually crafted metal arrows with the focus on a sleek but deadly design. Due to being created out of solid iron, the arrows have been modified slightly in order to adjust for the extra weight and a slightly smaller than the average projectile. The heads are still comprised of solid metal but are about a third-of the size smaller than a regular arrow head. In addition to that slight size modification, the shafts are completely hollow and their walls are thin, they are also a few inches shorter than a wooden arrow. However, the backs of the arrows still have fletched arrows, but they are attached to the arrow with a swirl. This swirl causes the air to flow different off the back end of these arrows, making them twirl in the air as they fly.
However what makes these arrows deadly is not their smaller size, the spinning effect caused by the fletching, or the metal structure, but it is because of how the arrow heads are made. Unlike the regular, smoothed heads, the ones of these arrows are not as cleanly made. The edges have been formed like razors and are composed of many tiny little teeth instead of a flat edge. All three places where the arrowhead comes to a point have been forked as well, making the penetration more brutal and makes ripping the arrow out even more painful. Just along the point where the head meets the shaft is also another little detail an opponent might miss; there's a circle. This is a manufactured weak-point and should the arrow be pulled out incorrectly, the design is meant for the arrowhead to break off inside of the wound. However the crafter, or someone who knows the design, won't make that mistake and will pull the arrow out straight, which will not cause the head to break off.
On the one side of every arrow forged, the Funeral Parlor emblem has been engraved. On the opposite side of the head is the helmet of a Spartan.
[Reforge Effect: Physical Resistance Piece]
The Interstellar Twins -- Level 50 -- Calling upon the stars, these daggers are the creations of the twins whom were placed into the heavens together by the Father of the Gods. Upon the death of one twin, the other begged for splitting his immortality in exchange for his brother's return, and so both began the ritual of taking turns on Olympus and in Hades. The twins were more known for leading sailors into the favorable winds at sea and were generally said to be humanknd's helpers. The Twins now watch down from above, continuing to guide sailors through the rough seas.
With the creation of the daggers, the crafter has taken a great responsibility upon himself. They have been crafted with the idea that he will become the Twin's replacement, their envoy, as they watch down from above. The daggers, which he uses as a sign of this pact, are long and slender, reaching twelve inches from the base of the blade to their tips. The blades are widest against the guard at a two inches, but come to a sharp point at their tips very steadily. Both edges of the knives have been sharpened so that they may be used in battle and the center of the flat sides are raise slightly off from the edges, turning the pairing into extremely sharp wedges as to increase the wound-size when using the knives. However, at the base, the sharp edges twist into a circular bulge, which becomes the guard. Like most daggers, the twins do not have any protruding shield to protect the user's hands. Instead, the guard acts like a wide umbrella before sharply curving down to become the handle. The handle on these weapons is a simple cylinder, with a small grip in the center of it to ensure that the dagger does not slide in the user's hand. To keep the daggers in the user's hands, the pummel bulges into a small sphere.
Unlike the weapons created by the Funeral Parlor, this is the most colorful one, and the pairing look more like ceremonial blades than actual combat weapons. The blades have been finely polished and shine an almost pure white silver, while the raised flat surfaces are a gentle grey. Along that grey until just about the middle of the daggers, gold engravings and images have been molded into the sword. Among those engravings is a balance, a roman numeral of the number two with slight curved top and bottom bars, and the Funeral Coffin's emblem. The guard is even more finely decorated, as is the hilt. These two pieces of the blade have both been given a bronze-like finish, with a gold coloring causing them to shine. The guard has been decorated with golden flakes and there is a small balance on both sides of it, surrounded by a golden wreath. In the middle of the hilt is a circular ring with ridges for grip. These ridges shimmer with even more of the golden coloring. The pommel has the same golden color but more of it, as the gold seems to be the base color with the bronze being the accent. On the pommels, a single strip of bronze circles the fattest ring of the pommel with a wave of bronze circling the top and the bottom. On the very base of both knives, the numeral of the number two is engraved again.
The scabbards for both knives have also been finely crafted. Both ends have been gilded with the golden leaf color, and the rest of the length of the scabbards have been polished a brilliant white. Vines wrap around the tops of the scabbards, pinched by two flows of golden waves which circle the scabbards.
[Reforge Effect: Heal HP equal to 10% of Damage Dealt] [Image]
Reeds From Heaven - Level 50 - Many claim to be one with their Lords, their Gods, and claim to be connected to the Heavens. However, very few can say that they are connected with themselves. People travel for miles and miles, asking questions and searching for themselves. But sometimes, it is better to simply listen, rather than speak. This item is a harmonica. Blessed with the touch of the Heavens which many seek, it has been born with the gathered essence of a being who has seen many sides to life; the good, the bad, the ugly, and the unspeakable. This harmonica is a pure black colored item but has a glossy shine to it. On one side, there is the extremely faint marking of the Funeral Parlor emblem. On the other side, there is a single tear etched into the center of the musical instrument.
Elder Tale Anniversary Medal: Level 1 accessory. A gold medal that was given out from voting or nominating in the Log Horizon RP's first annual end of the year awards. Its only effect is that equipping it causes either the Elder Tale title theme or the popular Elder Tale Theme Song from the Yamato server's 20th anniversary to play in the wearer's head. The song preference and music can be toggled on or off using the interface when this item is equipped.
Trickster's Hat: Lv10 vanity clothing. A pumpkin-shaped hood of the Trickster. While he never revealed him in the end, he leaves behind the spirit of Halloween. Part of the Trickster Set.
- 1 Trickster Vanity Item: A small orange pumpkin animation floats about the user, spinning around their body aesthetically.
- 2 Trickster Vanity Item: A small orange laughing jack-o-lantern animation floats about the user, spinning around their body aesthetically.
- 3 Trickster Vanity Item: A small orange laughing jack-o-lantern animation, covered in purple flames, floats about the user, spinning around their body aesthetically.
Trickster's Robe: Lv10 vanity clothing. A raggedy black robe of the Trickster. While he never revealed him in the end, he leaves behind the spirit of Halloween. Part of the Trickster Set.
- 1 Trickster Vanity Item: A small orange pumpkin animation floats about the user, spinning around their body aesthetically.
- 2 Trickster Vanity Item: A small orange laughing jack-o-lantern animation floats about the user, spinning around their body aesthetically.
- 3 Trickster Vanity Item: A small orange laughing jack-o-lantern animation, covered in purple flames, floats about the user, spinning around their body aesthetically.
Trickster's Cape: Lv10 vanity clothing. A vampire-looking black cape with red lining, belonging to the Trickster. While he never revealed him in the end, he leaves behind the spirit of Halloween. Part of the Trickster Set.
- 1 Trickster Vanity Item: A small orange pumpkin animation floats about the user, spinning around their body aesthetically.
- 2 Trickster Vanity Item: A small orange laughing jack-o-lantern animation floats about the user, spinning around their body aesthetically.
- 3 Trickster Vanity Item: A small orange laughing jack-o-lantern animation, covered in purple flames, floats about the user, spinning around their body aesthetically.
Purple Mirror Shard: Let loose a fragment of your nightmares. When this item is used, select a target within 10 meters. That target gains the [Fear] debuff for 30 seconds. When affected, the target's animation and casting times are increased by 0.5 seconds. This debuff is considered a Mind debuff. Usable once per thread.
Purple Handmirror: The nightmare continues for all to experience. This is a vanity mirror that seems to reflect one's greatest fears. When this item is used, select a target within 10 meters. That target gains the [Fear] debuff for 30 seconds. When affected, the target's animation and casting times are increased by 0.5 seconds. This debuff is considered a Mind debuff. This item has a cooldown of 60 seconds each use.
Hallow's Night: Lv30 accessory. A purple cloak that calls upon the spirits of Halloween to assist you. When this accessory is equipped, it calls forth a Ripper Jack to assist you once per battle at the beginning of a battle. The Ripper Jack is considered a Level 30 tamed monster. If the Phantom Jack is defeated, no more will be summoned until after the character ends combat.
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.
Soft Blanket: It may have seen some better days and some mistakes in it's creation are evident. It's not quite completely soft but not quite scratchy, it might just keep you warm at night... maybe.
EMPATHION OF INGENUITY: Lv1 accessory. You found that delivering the items to the mysterious Executive Chef caused a mysterious gemstone necklace to appear in your possession. It resembles an emerald in appearance but the gemstone itself phases through to the touch as though it were an optical illusion. Is the banquet a stage to something bigger? Cannot be reforged or enchanted. When this item is equipped, it applies a crafting bonus of +1 toward a craft's final item level.
Pebble of Philosophy: Lv10 item. A glowing stone containing hundreds of years of captured emotion and anima. A relic of the past, its power has only been recently awakened and it will show you the way toward more challenges yet to come in the future. Possession of this item enables an Adventurer or non-Lune Person of the Land to engage in Celestial Arms side-quests. Every time you complete a Celestial Arms chapter for the first time, you may update this item in your profile by increasing its item level by 5. Every time you repeat a Celestial Arms chapter from the very start, you may update this item in your profile by increasing its item level by 4. Every time you finish assisting another player with a Celestial Arms instance, you may update this item in your profile by increasing its item level by 2. This item cannot be traded and its maximum possible level is 100.
Messier Order Divining Rod: Lv10 wand. A wand consisting of a twig carefully kept alive through magical means. It tunes into the celestial ley lines of the world in order to locate ancient artifacts. This particular model, however, possesses a slightly souped-up power that can be used to locate other mana sources or living beings. Once per thread, the user may use this item to activate one of the following skills for a 30-second duration: Pathfinder's "Battle Perception", Sage's "Sense Element", or Scholar's "Evaluate". This item cannot be traded or reforged.
Torn Dossier: Lv30 grimoire. A faded black diary bound by a red ribbon and a clasp. The pages in this book start out written by somebody with ordinary handwriting but as the days pass on, the handwriting becomes increasingly neat - to the point where its intricacy is almost maddening to read. Once per thread, reading from its pages summons forth hornet silhouettes as dark as shadow to attack nearby enemies for 10 seconds. This item cannot be traded or reforged.
Page 1: It is but only the first day and yet I already miss my family dearly. But I know that if our plan were to succeed, I will be able to meet with them again.
Page 7: The Sage spoke of the Pebble of Philosophy, a stone that we can use to gain enough power to save the city. It will be a difficult trial, but from my experiences as Topaz Champion, I'm confident in my ability.
Page 9: I touched the pebble for the first time today and felt a horrible headache as though my head were to split apart. But this is nothing. I must persevere!
Page 10: It has been a few days and I've been in bed with a constant fever. Could this be the power of the Pebble?
Page 16: It is time. I opened a hole in the dimension and entered my beloved city, only to see it being inhabited by wretched demons. With my sword, I strike them down; those who atoned their sins were banished to the Celestial Realm, where they may someday receive purification. But the city... it has become so impure. I fear that I may need some time to gather my strength to see it through.
Page 19: There is but no more redemption. All must be purified.
Page 7: The Sage spoke of the Pebble of Philosophy, a stone that we can use to gain enough power to save the city. It will be a difficult trial, but from my experiences as Topaz Champion, I'm confident in my ability.
Page 9: I touched the pebble for the first time today and felt a horrible headache as though my head were to split apart. But this is nothing. I must persevere!
Page 10: It has been a few days and I've been in bed with a constant fever. Could this be the power of the Pebble?
Page 16: It is time. I opened a hole in the dimension and entered my beloved city, only to see it being inhabited by wretched demons. With my sword, I strike them down; those who atoned their sins were banished to the Celestial Realm, where they may someday receive purification. But the city... it has become so impure. I fear that I may need some time to gather my strength to see it through.
Page 19: There is but no more redemption. All must be purified.
Empathion of Integrity: Lv1 accessory. A gemstone resembling a red sardonyx stone. The power latent within this stone whispers into your mind much like the haunting voice of the Genius Praesepe. Once per thread, the user may use this item to summon the avatar of Praesepe to perform the skill "Hivemind" followed by "Sky Dive" before promptly disappearing. A successful hit inflicts poison onto enemies not resistant to the status effect. The strength of this attack is scaled accordingly to the user's Main Class level. This item cannot be traded or reforged.
AP Potion (5 AP): A potion for 5 AP. Use it in the Market Center.
2 x Improved Medicinal Formula: Level 10 potion, Therapeutic Index bonus applied. A basic healing potion that restores about 250 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.
3 x Improved Medicinal Tablet: A healing pill that restores about 375 HP. It is generally considered more convenient than drinking a formula due to the player only needing to swallow or chew the tablet. It has a toxicity rating of 1. After a player drinks potions with a total toxicity rating of 20, any potions taken afterward become halved in effect.
Sleeping Potion: Level 10 potion. A potion made from herbs that are famous for their ability to induce slumber. Drinking it results in an almost instantaneous sleep that can last up to a minute or until the target is struck. Its potency is noticeably less effective on higher level and sleep-resistant monsters.
Burn Cream: Level 10 potion. A thick, yellowish paste that can be applied to minor burns. The paste provides a cooling and minor healing sensation when applied to the affected area.
Frenmic Statue: A stone sculpture of a Frenmic Rabbit sitting up on its hind legs, nose in the wind. It's probably wondering who cut the cheese. A work of Adler. NPCMV: 22 gold.
Starter Wand: A starter weapon designed for novice adventurers, made out of cheap wood. It is well-balanced and easy to use but doesn’t hit particularly hard at all. You probably should get this replaced as soon as you can.
Small Music Box: Music Box Crafted by Hirosame, emblazoned with a logo on the bottom of the Emblem for Apocrypha as well as the Initials "HW" for Handy Wrench. The song that plays was requested by the user.
Regenerating Moon Cake: An odd red box containing a Moon Cake, a sweet pastry consisting of bean paste and egg yolks. Eating this cake slightly restores HP and raises the character's stats by a small amount for the next 10 minutes. Strangely enough, no matter how much cake you eat, another one will appear in the box after a full day.
Starter Cloth Armor: A basic set of cloth armor made from cheap fabric. They are not really protective, but they are better than going naked—probably. You probably do want to replace these asap, when you think about it.
Giant Squid Plush: A 20 inch long, soft and cuddly giant squid plush. It is pink in color, and has ten tentacles, two of which are a few inches longer than the others, making it possible for a person to tie the squid around their shoulders. The interior of the squid's body is hollow and lightly lined, designed so that small objects (mostly potions, small tools, jewelry, etc.) can be stored within. This "secret" compartment is accessible through the mouth of the squid, and is secured by a single button.
Basic Pharmacist Mortar and Pestle - A pharmacist's Basic Upgrade Tool that allows for grinding of ingredients into fine powders. Allows a Pharmacist to craft Level 11-20 Pharmacist materials by combining together lower-leveled materials through the Basic Material Upgrading recipe.
Strawberry Pocky: A small box of biscuit sticks, coated in a strawberry candy flavoring. These are popular snacks amongst Japanese teenagers, and are occasionally used in kissing games. Eating these provides a slight MP regen.
Apfelstrudel: An apple pastry popular in Austria and many other European countries. The dough is thin and elastic, and encases the apples, raisins and spices within. Eating this provides a slight MP regen.
Impure Tablet: Pharmacist ingredient, level 20 material.
Anti-poison Poultice:A poultice made from herbs that counteracts poisonous substances, by applying it to the affected area. The poultice has a very minor healing effect that should not be relied upon, nor should it be ingested. Ingesting it has a chance of worsening the poison debuff.
Lesser Mana Potion (L10) A basic mana potion that restores 100 MP. It's good for lower levels, but lacks the oomph higher levels need.
3 x Improved Medicinal Tablet (L20): Therapeutic Index bonus applied. A healing pill that restores about 750 HP. It is generally considered more convenient than drinking a formula due to the player only needing to swallow or chew the tablet. It has a toxicity rating of 1. After a player drinks potions with a total toxicity rating of 20, any potions taken afterward become halved in effect.
Eroding Enchant Scroll - Rank E enchant. Enchants on weapons. A scroll that can be enchanted onto an existing piece of equipment by using it in the Market Center. The scroll is consumed upon use, adding the prefix enchant "Eroding" to the equipment's name and applying the following effects:
- When fighting golems, increases the user's physical damage by 5 levels.
- Lowers the user's defense by 2 levels.
Sarum Map 8 - A torn piece of an old map. It seems to emit a weak magnetic energy due to the presence of mana within the cloth, magnetizing itself to other map fragments. Maybe if you combine fragments 7-9 together, something might happen?
Watership Down: Level 10 Grimoire - A grimoire that thinks it is a novel about a roving band of rabbits searching for a new home. Despite the front it puts up, however, it is very much a husk with a few rag tag pages. Lovers of the tale will find themselves quite disappointed if they were to open and attempt to thumb through it.
: Volkova : Level 10 Kukri: A finely polished, 19 inch kukri with six inches reserved for the handle and thirteen inches of blade, which has been carefully formed and sharpened to be better for hacking and slashing. The blade curves a few inches from the handle and then the weapon widens, giving the kukri its known form. Along with having an extremely sharp edge, the weapon curves a little more than usual, much like a crescent, as to give the weapon a slight piercing factor. On the back of the weapon, near the tip, a few inches of the weapon has been serrated to give the weapon some survival uses to it, as well as to increase damage dealt. The handle and holster are both formed out of a combination of well-polished iron and hard, but smooth, leather, giving the weapon some additional grip and to add to the ascetics of the weapon.
Near the base of the blade, as well as on both side of the black holster, there is a fairly decent sized engraving of a snarling wolf's head. Care has been given to the detail and one can see it very easily by simply glancing at the image. Rather than just make a snout and form the basic head, the wolf is shown to be snarling, and its teeth can be easily seen. Fur is shown standing up, and the animal's ears are pulled back as the animal glares towards its prey which seems to sit just off the tip of the blade. The image is reflected on both sides of the weapon and its holder, showing both sides of the wolf's head. At the base of the weapon, the Funeral Parlor symbol is engraved as a watermark.
Fallende Alptraum: A set of all black cloth armor in the fashion of a snugly fit tunic, form fitting leggings, and calf high, cloth boots. While it may seem to be too tight for comfort, it does a good job of accentuating what little female figure the wearer possesses.
Freezepop (L20): A simple, black wetsuit with a small (faux) dorsal fin attached to the back. It's mostly armor designed for underwater combat, but can be used to fool your friends into thinking you're an actual shark. Beware of harpoons, though. On the tag, there is a stylized F sewn into it to denote the crafter. Effect: L20 Movement speed increase.
Stone Whistle (L1): A small hand-sculpted whistle commonly made and used by shepherds and children. Though small and simple, the sound can travel up to five kilometers if there are no obstacles between you and your target.
Rousseau (L20) by 黒: A heavy duty and durable butterfly knife, with black, skeletonized solid metal handles, and a stainless blade with a black finish. The overall length is a little over eight inches, with a four inch blade. It makes for a fine recreational tool or weapon, but even the owner should beware the meaning behind its name; the blade's sharp edge can easily draw blood when mishandled or purposely swung.
Neep (L1): It's a black shirt with the phrase "Neep you, you neeping neep" printed in grey letters. It doesn't possess the intended worn in look, but perhaps in time...
Charm Potion (L10): A potion made from aromatic and aphrodisiac herbs. This reddish concoction causes a charm effect when used against an enemy, causing them to temporarily turn against their allies. A good wallop to the head or death can usually counteract it, however. The duration depends on the level of the materials used to make it.
Corrosive Poison (L10): A potion that is made by combining an impure poison with two mana shards. When shaken and tossed at an opponent, the mana activates and causes the poison within to become corrosive, like a weaker form of acid. When it makes contact with its intended target, the concoction causes a moderate burning effect, along with a stronger poison debuff. Unlike the standard impure poison, however, the duration of this debuff lasts only thirty seconds, but acts faster. The sickness debuff remains the same; all stats lowered for about a minute. Drinking it directly will lower the player's health by 200. Its potency depends on the average level of the materials used to make it.
Medicinal Pastilles (L10): A chewy, flavored pastille that has medicinal effects of either restoring HP or MP depending on the Base Herb that is used. Candies are delicious and convenient, especially for getting children (or adults) to take their medication without fuss. To create this successfully, chefs are required to have prior knowledge of crafting Ordinary Food and Sweet Confection, while Pharmacists are required to have prior knowledge of crafting Medicinal Formula and Lesser Mana Potion.
Potion of Water Breathing (L10): A recipe by Capsule. A potion derived of herbs from the sea, it allows the user to spend an additional two minutes underwater. This makes underwater combat or diving expeditions less wearisome. One should still be wary of swallowing too much salt water, however.
My Little Centaur Can't Be This Buff? (L10): The sculpture of an incredibly buff and masculine centaur, complete with two large sets of bull horns upon its head. It is roughly the size of a miniature pony, which does this fearsome creature no justice.
Inedible Pastries (L10): A platter that consists of three (oddly small) scrumptious looking pastries: a strawberry frosted donut with chocolate sprinkles, a blueberry and strawberry crepe with a drizzle of chocolate, and a raspberry tart. Do not be fooled, though! These are all carved from stone and cleverly painted to resemble actual pastries.
Scissor Blade Replica (L10): DON'T LOSE YOUR WAAAAY - a sculpture in the likeness of a large pair of red scissors. They are permanently locked in the folded position, with the blades themselves being 41 inches in length, and the entire object well over four pounds. Recommended for display only.
Hemlock Grove (L10): A simple flower pot, large enough to host a beaker. It was designed as an impromptu burner for on the go potion crafting, and is deep enough to support a few twigs or equally small kindling. As clay fired pottery, a little bit of flames won't do much in the way of damage.
Dragon Ear Cuff: An ear cuff wrought from metal, in the shape of a dragon. It is curved in a way so that it encircles the outer ear. A single leg juts towards the center, where it can latch onto another part of the ear, to provide further security. The tail of the dragon curls around the ear lobe, giving the effect of a tiny, metal dragon clinging to the wearer's ear. Increases the duration of the skill [Astral Bind] by 1 second.
Anti-stun Tablet (L20): Researched by Pharmacist Hanelli. A tablet that can be quickly ingested while in the heat of battle, this can help recover against the Stun debuff, allowing whoever has taken it to move right after being inflicted with the Stun debuff. Normally comes in tablet form, but instead if it being chewable, it is soluble, because once the player ingests this, it dissolves and becomes a liquid form, therefore allowing movement once the body has absorbed its liquid form.
Pesto Sauce (L10): A sauce made from ground up basil, garlic, pesto nuts and cheese, and stirred together for completion. It's a little salty, and should be diluted with a bit of water if added to pasta, but makes a suitable source of flavor when you're stuck eating bland or Unfounded food.
5 x Medicinal Tablet (L50): A healing pill that restores 1875 HP. It is generally considered more convenient than drinking a formula due to the player only needing to swallow or chew the tablet. It has a toxicity rating of 1. After a player drinks potions with a total toxicity rating of 20, any potions taken afterward become halved in effect.
Volkova (L20) by 黒: A finely polished, 19 inch kukri with six inches reserved for the handle and thirteen inches of blade, which has been carefully formed and sharpened to be better for hacking and slashing. The blade curves a few inches from the handle and then the weapon widens, giving the kukri its known form. Along with having an extremely sharp edge, the weapon curves a little more than usual, much like a crescent, as to give the weapon a slight piercing factor. On the back of the weapon, near the tip, a few inches of the weapon has been serrated to give the weapon some survival uses to it, as well as to increase damage dealt. The handle and holster are both formed out of a combination of well-polished iron and hard, but smooth, leather, giving the weapon some additional grip and to add to the ascetics of the weapon. Effect: Level 20. Inflicts elemental damage (dark).
Evanescence: A long, black cloak that is tattered at the ends. The interior of the cloak is of a deep purple, as is the back in places where signs of wear and tear occur. The provided hood almost appears to be too big for the wearer's head. Despite its somewhat questionable appearance, the cloak does give some Water and Ice resistance. In a way that many would call counterproductive, this cloak masks the wearer's somewhat feminine figure. Provides a 1% Resistance to Water/Ice Elements.
Rocket Dog (L20): A two-toned skateboard designed to accommodate an adult. The topside is black and barren, whereas the bottom is orange, depicting the blue outline of a scruffy dog in mid-run. Beneath the dog, in bold lettering, are the words "ROCKET DOG". The wheels of the board are a shade that match the logo, and have very faint lightning bolts etched into the sides. People are going to tell you not to ride on the sidewalk, but you aren't going to listen. You never do.
Miasma-Cleansing Spray (L56): A recipe passed down among the citizens of the Avon Valley to combat the threat of the Heretics. By breaking down mana into its basic composition of psyche, the element is infused into a spray that serves to clean away traces of Miasma. Applying this spray to a character affected with Corruption will reduce their Corruption points by 6. It also deals minor damage to monsters of the Miasma element.
Goat-kun (L19): A somewhat terrifying and lifelike mask in the likeness of a black goat's head, made from black sand blown into glass. Two sharp horns protrude several inches from the mask, giving the viewer the impression that the wearer is much taller than they really are. The pair of amber orbs set on either side of the long nose function as "eyeholes," and reflect light, casting quite the eerie gaze in low light. Effects: Gehenna Swarm's cooldown is lowered by one second, and physical resistance is increased by two levels.
Bigger In Texas (L19): "Everything's bigger in Texas"? What? You sure as hell don't know what or where Texas is, and you lack the patience to argue against this odd claim. Whatever. This accessory is a belt buckle crafted from alabaster stone and clay, formed as a malevolently grinning skull. You feel the need to grab and readjust it whenever a P.Y.T. passes by. Effect: Gehenna Swarm's cooldown is lowered by one second, and physical resistance is increased by two levels.
Virthuril (L50): A henna tattoo in the shape of a rabbit's head, with a tail attached behind it. It is situated on the wearer's left arm, just above the elbow.
Sun in a Bottle - Level 30 accessory. A warm ball of light in a bottle. When this item is summoned, it causes a Magic Light to appear beside the user for up to 30 seconds. Desummoning this item cancels the Magic Light but does not reset the duration. This item's duration refills itself by 5 seconds every post cycle.
Stonehenge Action Figure: An elaborate 12-inch toy of the grumpy rock golem boss. It comes with battle modes to copy its Rock Windmill and Stonewheel abilities. It also has a special collector's edition mode, allowing one to press the small red button on its back, causing the golem to transform into a ball for 5 seconds only to subsequently explode and shoot its rocky limbs throughout the room and likely into your furniture and loved ones. Recommended for children over 12. Contains small parts.
Fledgling Adventurer Sword - Lv5 longsword. Prefix: [Fledgling]. Suffix: [Adventurer]. A basic and easy to use weapon, crafted with ordinary metal but seems to possess some sort of innate ability said to bring out the best in newbie Adventurers.
Prefix [Fledgling]:
- When under Level 10, increases the user's physical damage by 2 levels.
- When under Level 10, increases the user's magic damage by 2 levels.
- When under Level 10, increases the user's defense by 2 levels.
Suffix [Adventurer]:
- When over Level 5, increases the user's physical damage by 1 level.
- When over Level 5, increases the user's magic damage by 1 level.
2 Subclass Change Tickets: Allows one's subclass to be changed, saving progress of the current subclass and starting the next subclass at either Level 1 or whatever level was left off. Use this in the Market Center and specify that this item is to be removed from your profile inventory rather than your shop inventory.
5 Skill Change Tickets: Allows a single main class skill to be switched with one at an equal or lower tier. Use this in the Market Center and specify that this item is to be removed from your profile inventory rather than your shop inventory.
Mentor Medallion: Lv1 accessory. A shiny medal worth 350 Gold if sold in the Market Center.
Aspiring Enchant Scroll - Rank D suffix enchant. Places the following effect on a weapon:
- When equipped, raises the lowest leveled party member's apparent damage and defense by 2 levels.
Aspiring Enchant Scroll - Rank D suffix enchant. Places the following effect on a weapon:
- When equipped, raises the lowest leveled party member's apparent damage and defense by 2 levels.
Trickster's Hat: Lv10 vanity clothing. A pumpkin-shaped hood of the Trickster. While he never revealed him in the end, he leaves behind the spirit of Halloween. Part of the Trickster Set.
- 1 Trickster Vanity Item: A small orange pumpkin animation floats about the user, spinning around their body aesthetically.
- 2 Trickster Vanity Item: A small orange laughing jack-o-lantern animation floats about the user, spinning around their body aesthetically.
- 3 Trickster Vanity Item: A small orange laughing jack-o-lantern animation, covered in purple flames, floats about the user, spinning around their body aesthetically.
Windsor Antiqua Throwing Knives: Lv5 throwing weapons. Small and portable knives with blades too small and impractical for close combat, but decent application as ranged weapons. They come in limited supply, so players will have to retrieve the weapons after it runs out. A dozen knives come in this set; if any go missing for over an hour, they will automatically return to the player's inventory. They are mass-produced generic weapons created by the People of the Land, and so is a little more expensive to buy than if one were to normally craft a similar-quality weapon.
Appletini: Lv5 drink. A (shaken, not stirred) sweet and sour apple cocktail. It is a pretty, green color, and comes with a salted rim and cherry for a garnish. This mix gives a small healing effect to the person who drinks it.
Lu Bu's Qianlima - A Novel: A grand tale of a legendary horse of ancient China. Reading it gives you a sense of renewal courage. Its bindings have already been opened and its magic released, so it is now just an ordinary book.
Starter Cloth Armor: A basic set of cloth armor made from cheap fabric. They are not really protective, but they are better than going naked—probably. You probably do want to replace these asap, when you think about it.
Bobby Hill: A cheap, off-brand red satchel, slightly worn on the bottom. Perhaps it has been used to smack things around? Whatever the case, one should refrain from taking a lady's purse. That's rude, yo.
Anarchy Belt [5]: 'Elk, you can't put on a bunch of belts and call it an outfit.' Whoever said so was wrong. At a certain someone's request, however, the crisscross pattern of belts that were designed to (scantily) clad the monk's figure are attached to a shirt and set of hot-pants. Said outfit also includes a long, black jacket, knee high leather boots, a fluffy white collar and a large set of black and white bunny ears.
Private Eyes [L10]: A light, portable wall of oriental design. It is made in such a way that one could easily mistake it for a cheap room divider (it's even curved like one), though they would be in for a nasty surprise if they were to run headlong into it. It is quite the sturdy (and fashionable) wall.
Thai Iced Tea: An amber colored tea made from strongly brewed black tea, sweetened with sugar and condensed milk, and spiced to give it a bitter sweet taste. It is served over ice to help counteract the heat of the environment or just to the drinker's preference. Drinking this drink provides a slight HP restoration. After using this item, the character takes 10% less damage from Fire-based attacks but takes 10% more damage from Ice-based attacks for their next post.
Kaga's Robes: A set of red robes wrapped over a long sleeved brown shirt and pants that are baggy around the thighs. The robes dip down in a deep v formation, exposing a bit of cleavage. The rest of the armor is rather modest, however, covering the rest of the wearer's body down to their arms and feet.
The Velveteen Rabbit: A child's stuffed toy sewn from velveteen. It is rather shabby looking and is missing an eye, but brings back nostalgic memories of childhood and naivety.
White Knuckles (L20) by 黒: A simple set of silver brass knuckles, with small spikes jutting from the knuckles. These are actually an accessory item, but to the undiscerning eye can be quite intimidating. Effect: L20. Attack stat increase.
Reach for the Moon: A set of cloth armor that consists of a jumpsuit and ankle length boots. The jumpsuit is black and sleeveless, with a design that is not only form fitting, but pliable as well. The boots are a slightly darker shade of black, with two inch heels, boosting the user's height from 5'11 to 6'0. Overall, this set is rather simple, but not at the expense of fashion. Increases the wearer's movement speed.
Cruel Summer (L20): A black, strapless (battle) bikini, accompanied by a short, teal sarong that acts as a cover up when not in the water. It's not very practical armor on dry land, but makes those underwater instances easier to maneuver. On the tag, there is a stylized F sewn into it to denote the crafter. Effect: Level 20 Movement speed increase.
Sorrel (L1): A simple painting of a young black werecat with striking yellow eyes. A sharply curved "E" has been painted into the bottom right corner.
Aviator Goggles These lightweight and stylish goggles sport grey smoke lens and a gloss black frame. The lens are fog proof, and the provided lining helps provide a snug, yet comfortable fit, along with locking dust and debris out. Effect: Physical resistance increased by two.
Immortal Smoke: An Elizabethan styled clay pipe, distinctly made from different colors of clay and stone to give it a marbled effect. At less than four and a half inches, it is rather small but functional. Effect: Physical damage increased by two levels.
Candy Cigarettes (L10): A pack of short, white candied sticks that have a tart taste. These are commonly consumed by kids who like to simulate the real thing. Provides a slight MP regen.
Peppermint Stick (L10): A long stick of hard, minted candy. Sucking on this stick not only refreshes the breath, but supplies a slight MP regen as well.
Heart Shield (L25): A wooden tower shield, shaped like a heart. It is not quite as heavy as a shield wrought from metal, but is still cumbersome for smaller or weaker players. Effect: Passive health regen
Shruikan (L25): A sturdy wooden wall, colored white with charcoal. Intricate designs in the form of a dragon's silhouette have been lightly sketched onto one side with black charcoal.
Blink (L25): A wooden sliding door, colored black with charcoal. The painting, Eye of Shruikan, is attached, and will disappear from sight when opened. Said painting is set on a long stretch of canvas, with a large red eye painted onto it. The eye is framed by the black scales of a dragon. The quality of the dragon's eye is good enough to startle the easily frightened or unwary.
Sarum Map 1 - A torn piece of an old map. It seems to emit a weak magnetic energy due to the presence of mana within the cloth, magnetizing itself to other map fragments. Maybe if you combine fragments 1-3 together, something might happen?
Red Wine (L20): A violet red wine known for its health benefits. It's supposedly good for the heart, and can be enjoyed with a meal or used as an ingredient for cooking. Drinking this drink provides a slight HP restoration. Due to the qualities of this item as a cooking ingredient, it can not only be used by a brewer to make beverages, but also a chef to give a distinctive flavor to their cuisine. If this item is used in a craft, the resulting crafted item's HP restoration effect is doubled. This effect does not stack or carry over.
Irish Coffee (L20): A cocktail consisting of hot coffee, whiskey, and sugar, stirred, and topped with thick cream. Drinking this drink provides a slight HP restoration.
Bloody Mary (L20): A spicy cocktail made with tomato juice, vodka, and garnished with shrimp, olives, a wedge of lime and a stalk of celery. Drinking this drink provides a slight HP restoration.
Peach Bubble Tea (L20): A sweet, peach flavored drink that consists of milk, tea and tapioca pearls. It comes with a straw large enough so suck up the pearls along with the drink. Drinking this drink provides a slight HP restoration. After using this item, the character takes 10% less damage from Fire-based attacks but takes 10% more damage from Ice-based attacks for their next post.
Elk's Hard Lemonade (L20): Traditional lemonade spiked with vodka and chilled with British Snow, making it a perfect choice for those hot and humid summer days. Drinking this drink provides a slight HP restoration. After using this item, the character takes 10% less damage from Fire-based attacks but takes 10% more damage from Ice-based attacks for their next post.
Soda: A fizzy beverage loved by children and college students alike. It's generally made with carbonated water, sweeteners and a flavoring agent. Drinking this drink provides a slight HP restoration and a minor increase to movement speed. The Brewer that crafts this item may rewrite its name and description.
50 x Appletini LV 20: A (shaken, not stirred) sweet and sour apple cocktail. It is a pretty, green color, and comes with a salted rim and cherry for a garnish. This mix gives a small healing effect to the person who drinks it.
Freddy Krueger (L40) by 黒: A replica of the clawed glove used by the infamous horror movie villain. The design is much sleeker, however, and whereas the original was tacked onto a leather glove, this is a black gauntlet. The only leather pieces are those hidden beneath the glove, designed to lightly pad the hand. Fortunately for the victims slashed by this weapon, death is not a permanent thing, nor can the wearer invade and kill you in your dreams...directly. Effect: Inflict Sleep debuff on hit with % chance
Prayer Beads - Lv25 accessory. Beads that are worn upon the wrist. They not only look fashionable, but they seem to emit a distinct aura when the user performs grappling moves in the midst of battle. Effect: The cooldown for Suplex is reduced by 2.5 seconds.
Venetian Earrings - Lv25 accessory. Golden earrings that emit a mysterious light whenever the user encounters energy of a supernatural nature. Effect: Holy Banishment's damage is increased by 6 levels.
Red Stone of Aja - Lv8 accessory. A silver necklace with a big red gemstone embedded in its face. It glows as though vibrating with the power of one's youthful heart. When this accessory is equipped, the skill duration of the wearer's Bullet Punch skill is increased by 0.2 seconds.
Scuba Gear - Level 20 accessory. Scuba diving equipment. When equipped, it prolongs your underwater breathing ability by 2 minutes.
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.
Fledgling Adventurer Sword - Lv5 longsword. Prefix: [Fledgling]. Suffix: [Adventurer]. A basic and easy to use weapon, crafted with ordinary metal but seems to possess some sort of innate ability said to bring out the best in newbie Adventurers.
- 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.
- When under Level 10, increases the user's physical damage by 1 level.
- When under Level 10, increases the user's magic damage by 1 level.
2 Subclass Change Tickets: Allows one's subclass to be changed, saving progress of the current subclass and starting the next subclass at either Level 1 or whatever level was left off. Use this in the Market Center and specify that this item is to be removed from your profile inventory rather than your shop inventory.
5 Skill Change Tickets: Allows a single main class skill to be switched with one at an equal or lower tier. Use this in the Market Center and specify that this item is to be removed from your profile inventory rather than your shop inventory.
Mentor Medallion: Lv1 accessory. A shiny medal worth 350 Gold if sold in the Market Center.
Demon Butler's Gloves - Lv15 accessory. Grandier's once spotless gloves. Part of the Demon Butler set.
Demon Butler's Tie - Lv15 accessory. A neat tie that was once worn by Grandier. Part of the Demon Butler set.
Fallen Queen's Crown - Lv15 accessory. A crown that was originally worn by the lords of Windsor. Part of the Fallen Queen set.
Skjaldborg - Level 50 -Armor which has been forged after tireless days of hard work and research done by the Funeral Parlor. Scaled armor is formed out of an array of tiny pieces, or scales (and that is where the name derives from). The pieces, or scales, are formed and welded together in such a way which increases flexibility for the user while keeping the same level of protection and weight as an equivalent piece of Light Armor does. The armor is much easier to maintain than plated or leathered armor, as the damaged pieces can be removed and replaced by a skilled blacksmith. In addition to that, the armor is slightly modular, allowing the user to "personalize" the armor by increasing or decreasing the amount of surface area they wish the armor to have (Ex. A full sleeve of scaled armor, or just half-of a sleeve). Anyone intending to craft this armor, however, must know the dimensions of the person they are crafting for, as the number of scales required in the armor will be proportional to those dimensions.
This armor has been modified to have additional scaled plates on the upper arms, protecting the user's biceps from harm. This armor has also been polished and cleaned, exchanging the sooty black color for a smooth, glossed silvery-grey.
[Reforge Effect: Defense Increased by 35%, Movement Speed increase 25%, Reflect 10% of Physical Damage]
Hand of the Tired Soul -- Level 50 -- The trickster whom had put the Father of all to rest, twice, was one whom was the lord of all that was sleep. He lived deep within the bowels of Hades inside of a cave where the river Lethe flowed through. Not a sound passed through this cave, and very few came to disturb him except for the troublesome Hera. Twice, the woman had called upon this man in order to help her with her devious plots, and twice he was successful.
This God was the Son of Nyx, and the Brother of Death, and due to the powers bestowed upon him the blade used to mimic this god is much more relaxed than its brother's weapon. The design is sleeker, but its effectiveness is still just as vicious. The blade reaches out twenty inches from the hilt, curves upwards for an enhanced slicing ability, and has a broad side of three inches. The blade has been forged to be just as sharp and sturdy as a katana, but there is a slight split in the sharp edge of the blade as if there were two blades merged into one, allowing for a dual-cut with every slice. This modification had made the blade slightly weaker than the katana, but it remains just as deadly. Unlike its brother blade, this blade does not have a back full of razor teeth. Instead, there is a slit in the back of the blade which runs from the hilt until just before the tip. Here, the user may inject any number of fluids to damage their foes with.
The hilt design of this blade is much more relaxed and not as threatening, but is still protective of the wielder. The guard is a solid square, protecting the user's hand from any foreign objects or jagged objects. The hilt is composed of the underlying rectangular metal piece wrapped in tightly compacted cloth with black stained leather over the top. The pommel, on the other hand, is still as deadly. Like its brother's, the pommel has a sharpened pyramid setting atop a flat square piece connected to the hilt. This pyramid has been sharpened at the tip and can be used to strike an opponent should there be a need for it.
Just above the guard on the blade, the Funeral Parlor emblem has been engraved into the metal. Along the spine of the blade near the midway point, the following is written in Greek; "It is in your dreams, where you will find me, but it will be your blood which will define me."
[Reforge Effect: Heal HP equal to 15% of damage dealt]
Arm of The Indiscriminate One -- Level 50 -- Many of the Gods of the Greek faith were kind in nature and tended to the human race with a very passive attitude. However, there were others whom influenced the law of the land through more subtle means. One of these Gods, the Son of Darkness and the Night, was fierce with his hold over man. He was relentless, unforgiving, and brutal, taking the lives of whomever he wished. His hate is pure and boundless, even the Sun acknowledges this and avoids touching him with its beams. The Blade which represents this God reflects that attitude, and any person near it can feel the burning love for death in the air around the sword.
The sword is long, reaching nearly twenty inches from the base of the blade to the tip [excluding the hilt] and has a slight curve upwards as to enhance its slicing ability. The flat side of the sword, from edge to spine, is three inches. The cutting edge of the blade is razor sharp and has been tended to in such a way that its slashing power could challenge that of a katana's. To make it even more deadly, the back of the blade is jagged and contains a long row of teeth stretching from the tip to the middle of the sword's length. Just as the teeth end, there is a hard downward curve back towards the tip, and then a slight curve back towards the hilt. The edge at this point is sharpened as well. The reason for this is to increase the damage dealt when the user pulls their blade back out of their opponent after driving the entire blade through. The hilt contains the deadly design in its construction as well. The guard where the blade meets the handle is an elongated octagon, with all of the corners protruding slightly into points. The guard itself is solid. The hilt, formed with a base of solid iron, is a collection of cloth tightly packed and wrapped by hard black stained leather, protecting the hand of the user from the metal. The pommel of the hilt is much like the guard, and square shape. However, the middle has a small, pyramid like protrusion sticking out, which allows the user to stab backwards. The wound caused by the hilt-strike is not meant to be deadly, but is enough to wound and stagger the unprepared.
Boldly engraved onto the base of the blade right above the guard, on both sides of it, is the Funeral Parlor's coffin. Along the top edge below the razors are the following words, written in Greek: O blessed power, regard my ardent prayer, and human life to age abundant spare.
[Reforge Effect: Damage Treated as Magic Damage]
Heaven’s Fall mK I [L] -- Level 90 -- [Image] -- In war, not all battles are fought at length. There are times when the walls collapse, when the line breaks, and it is in those times when the true men shine. For it is in these times that all sanity must be left behind; it is you, or your enemy. There is no middle ground. Kill with your hands and take their lives, or have your own be taken and leave your family behind. Many warriors who have stood on the line recognize this time. It is cold, and it is frightening. The sight of your potential doom is something which makes even the strongest men quake. However, it is in this time that many men find themselves. Grab hold of your destiny, Soldier. Stand. Fight.
[Reforge Effect: Heal HP equal to 22.5% damage dealt]
Heaven’s Fall mK I [R] -- Level 90 -- [Image] -- In war, not all battles are fought at length. There are times when the walls collapse, when the line breaks, and it is in those times when the true men shine. For it is in these times that all sanity must be left behind; it is you, or your enemy. There is no middle ground. Kill with your hands and take their lives, or have your own be taken and leave your family behind. Many warriors who have stood on the line recognize this time. It is cold, and it is frightening. The sight of your potential doom is something which makes even the strongest men quake. However, it is in this time that many men find themselves. Grab hold of your destiny, Soldier. Stand. Fight.
[Reforge Effect: Heal HP equal to 22.5% damage dealt]
Geared Soul [mk I] – Level 90 -- [Image] -- Repetition, repetition. Tick, tock, tick tock. Live your life by the sound of a clock, like a metronome. No emotion, no fear, but never ending. Eternal. It is constant, it is everlasting, and it is a curse. There is no joy, there is no sorrow, and there is only the lonely cold floor which supports one’s feet. A life full of living like a puppet, like a doll, there is no satisfaction in that. It is a hard path, but it is one which is long. Tick tock. A clock’s sound never ends. Time continues, there is no pause. But in such eternity, there is beauty. Much like time, true love never dies. Submit your soul to the warmth of another, you sad machine, and let that metronome tick.
[Reforge Effect: Ranged Damage Increase - +15% / Inflict [Bleed] on hit - 10% Chance]
One Hundred Thirty -- Level 90 -- It is said in Legends that there was once a cult that hid in the mountains to the North. This cult gathered up children from the surrounding towns, kidnapping them in the night with the sounds of their flutes and music. Where did they go? Nobody knows. However, two strays which returned home told of the tale, told of the sounds. They did not know where the others were led, and they did not tell of who was behind it all. A total of one-hundred thirty children were led astray and not a single one has been seen since. Families mourned their losses and cities fell silent. For almost a month after the abductions, in the distant forests, music could be heard along with the sounds of faint screams.
These arrows, made out of all metal except for the feathery fletching, were created to remember the One Hundred Thirty. Each arrow in the quiver symbolizes a life which had been stolen and each arrow is marked with a name. These names were retrieved from the records building where the list of missing children can be found. When using the arrows, one can almost hear the children pleading for help.
[Reforge Effect: Damage Treated as Magic Damage - 120% / Physical Resistance Pierce - 10 Levels]
Viper Recurve Bow [Level 10]: This recurved black walnut wooden bow seems more like a work of art than a weapon of war; fine engraving dance over the polished wood and the drawstring gleams of a sickly dark purple when drawn.
10 x Hand Grenade/: An object of destruction, that is what this is. Created by the Funeral Parlor, this weaponized form of hand-held magic is a virtual form of the real life grenade. It is just slightly bigger than the average palm and nestles comfortably into one's grip. It operates using a two-pin safety system and houses enough Black Dust to blast the shell into hundreds of small pieces of shrapnel. To activate the grenade, one must first release the safety pin, which keeps the main lever from accidentally being pulled. Then, the user yanks on the main lever. Inside, two pieces of flint light the fuse. Said fuse burns for five to six seconds before lighting the explosive powder within. Due to the tight space and compression, the Black Dust erupts and explodes. This weapon of doom causes fire damage, can cause bleed effects, and may potentially stun the opponent if they are extremely close to the blast. But beware, once the lever is pulled; the grenade is no longer your friend.
36 x Mana Fragments
Doppelganger Potion: Level 50. A recipe by Pharmacist Capsule. The Doppelganger potion allows the user to masquerade as another person, by cloaking them in an illusion that perfectly mimics bodily appearance, voice, equipped items and (public) character information. The only thing it cannot replicate are mannerisms. For best results, one should take this potion while in close proximity of the target, otherwise they will take on the appearance of the closest person around. The effects will also wear off prematurely if the user is attacked or uses attack based skills. The potion has a five second application time, a ten minute duration, a toxicity rating of 10, and the level of the potion must be higher or equal to that of the target.
Tranquilizer: Level 30. A liquid sedative in a syringe that causes tranquility within the affected person or beast. Lower doses have a desirable calming effect, while higher doses can inflict drowsiness, slurred speech, poor judgement, clumsiness, and lowered reflexes. It does not quite work like the Animal Trainer's Pacify skill, in that it does not lower a monster's nature. The effects do last for thirty seconds, however. Its potency is reliant on the average level of the materials used to make it, and has a toxicity rating of 4.
Skinwalking Potion: Level 50. A deep violet potion that allows the user to transform into an animal or monster in the area. In doing so, they lose the ability to attack or speak, but their identity (IGN, guild, etc.,) is replaced with the basic info of the creature they are mimicking. The disguise is shattered when the user is assaulted or leaves the area. The level of the potion depends the highest level of monster the user may mimic. While great for espionage, it is not advised to masquerade as higher leveled monsters or field bosses, as others may attack you on sight. It has a toxicity rating of 3.
Stat Booster: Level 55. A recipe by Icyferno. A potion which temporarily increases the agility stat by 3, allowing the user to momentarily go beyond their current limits. It is especially useful when used in a fight with an opponent much stronger than oneself. The effects of the potion do not stack with itself, even if the stat increased is different, but will stack with anything else. The duration and extent of the increase depends on the level of the materials used to make it, directly correlating to the stat bonus, and it has a toxicity rating of 1. After a player drinks potions with a total toxicity rating of 20, any potions taken afterward become halved in effect. Therapeutic Index applied.
Obsidian Hand -- Level 90 Metal Accessory -- The ability of the Blacksmith is determined not only by his skill, but also by the tools he has available to him. It is as they say; a job is only difficult if you do not have the right tools for it. This object is a reflection of the Blacksmith's will for perfection, and its durability is unmatched. The black metal head of this tool is made of iron, heat blasted and smelted down to its purest form before having properties of carbon added to it. The finished product? A hardened block of solid steel. The Funeral Parlor emblem is engraved on the side of the hammer.
Reforge: +9 Blacksmith Production Quality Increase
Breathing Guard -- Level 10 Cloth Accessory -- When working in the forge, the air can get quite stuffy and the harsh metals sometimes give off poisonous fumes. This item. due to its weave and layered tailoring, captures a lot of the poisons and toxic particles in the air caused by working in the forge, allowing the Blacksmith to focus more on his crafts than for his own health. The Funeral Parlor emblem is engraved on the lower left of the cloth.
Reforge: +1 Blacksmith Production Quality Increase
Mana Meter -- Level 50 Metal Accessory -- Precision is key when dealing with volatile materials, and a smart Alchemist is always aware of what he is working with as well as what he is attempting to do. Many materials force this upon the craftsman due to their difficult requirements, and mana is no exception to that rule. This item is a small box with a small mana orb in its core. When near strong magic sources, the orb begins to glow and lights up. It is very useful for testing the power of an object or for checking if something still has traces of mana in it. The Funeral Parlor emblem is engraved on the bottom of the box.
Reforge: +5 Alchemist Production Quality Increase
Needle Set -- Level 50 Metal Accessory -- Because sometimes, the regular items from the shop just can't get the job done. They are either too dull, too boring, too small, too large, or just not right. This set of needles is a personalized set of tools for the owner, created to make the job of Tailoring easier and more efficient. The needles in the set range in size, shape, and each needle has a specific use for a specific style of threading. There are also several different variations of the same needles, each with different thread holes to hold different sizes of threads. The right tools for the job make getting things done a lot easier.
Reforge: +5 Tailor Production Quality Increase
Thread Charm -- Level 50 Metal Accessory -- An item does not always have to be a show of strength to be useful, but instead it could be used as a symbol of skills. This charm is one of those symbols. Dangling off a little chain with a small latch is a charm symbolizing the tailoring craft. The charm is a needle set diagonally in a thread which wraps around it in a circle. There is another thread which also swirls around the needle itself. At the back of the needle, a thimble looms in its shadow. The Funeral Parlor emblem is engraved on the back of the thimble.
Reforge: +5 Tailor Production Quality Increase
2 1/2 Pound(s) of Black Dust: A black powdery substance which is highly volatile created by the Funeral Parlor. In its current form, the powder is not deadly. However, upon applying a slight amount of open flame to the powder, it will ignite. Lower amounts of the powder will simply burn. Larger amounts of the powder can, and will, explode. Increase the amount of powder and more heat to create a larger explosion. Keep this item away from any sources of high heat or open flames. Store it in a sealed and thermal resistant container during transport. You have been warned.
[attr="class","appbox3"]
Main Class: [Assassin]
Roleplay Class: [Animal Tamer]
Crafting Class: [Artisan]
Classes
Main Class: [Assassin]
[attr="class","skillbox1"]
Bank Shot: Tier I Skill
An Assassin's skill that expends mana to allow the Assassin to change the trajectory of a fired arrow to adjust for a target's change in position. The arrow will now redirect its movement in an attempt to strike the target directly. Understandably, this skill is most effective against opponents who like to dodge but is near useless against enemies who prefer to block the attack altogether. This skill has an casting time of 1.5 seconds and a cooldown of 5 seconds.
Hide Walk: Tier I Skill
Self Buff. Even the novice Assassin must be adept at stealth. Known for being able to meld into shadow or disappearing behind cover, Assassins can become invisible to the naked eye for just a moment before dealing a deathly blow. It is not a perfect technique however, as those carefully watching the Assassin can see through their tricks. This skill has an duration of 2 seconds and a cooldown of 20 seconds.
Malicious Intent: Tier I Skill
Although an Assassin would typically prefer to reduce any attention toward themselves, Malicious Intent is a special technique that temporarily defies this convention in order to bring forth a more advantageous situation. When this skill is used, the Assassin releases an invisible aura from their body. This aura is stationary and cannot be seen directly, but anyone close enough will undoubtedly feel a sight of emotional discomfort. The aura generates a high amount of aggro, causing many enemies to turn their attention toward the aura. Opponents in the night or monsters that do not rely on eyesight may even attempt to attack the aura, even if the Assassin had moved away for quite some time. Understandably, this skill isn't very effective against anything that can see its obvious appearance. This skill has a casting time of 4 seconds, a duration of 30 seconds, and a cooldown of 50 seconds.
Atrophy Break: Tier II Assassin Skill
Debuff Ranged Attack. While Assassins primary favor physical attacks, they have adopted some minor magic in the past to keep up with the advances of magi. By enchanting a projectile with a spell, the Assassin can cause a spectral chains to bind their target on contact, the projectile itself only deals normal physical damage however. Weaker enemies with little resistance can completely paralyzed by the chains, while stronger enemies are merely slowed.
Spark Shot: Tier II Assassin Skill
Magical Ranged Attack. One of the few attacks under the Assassin Repertoire that deals magic damage. By charging their projectile with lightning magic, the Assassin is able to create a small electrical burst upon collision. The projectile itself does physical damage, but the electrical burst deals magic damage.
Death Stinger: Tier II Assassin Skill
Self Buff. Poison, a classic tool of assassins but honor less by nature. By coating their weapons in these foul concoctions, the attacks of an Assassin have a chance to poison their enemies, slowly chipping away at their health overtime. Users of this technique must be wary though, as anyone struck by the blade can be poisoned, even the users themselves.
Accel Dance: Tier II Assassin Skill
Physical Attack. The sister skill to Deadly Dance, focusing in increasing the Assassin’s speed rather than their power. As the Assassin strikes their foes, they enter a state of mind where they can release some of their body’s natural limiters, allowing them to increase the speed of their attacks. The repeated usage allows the Assassin to descend deeper into this state and increase their attack speed even further. While originally designed for melee attacks, as it is more of a state of mind, the technique can be applied to ranged attacks as well.
Hiding Entry: Tier II Assassin Skill
Self Buff. One of the basic stealth magics of the Assassin. A signature move of the Assassins, known for being able to hide in plain sight, that allows them to bend light around them and become invisible to the naked eye for an extended period of time, up to ten minutes. Offensive actions, stabbing a target for instance, immediately break the magic used to hide the Assassin. The spell itself can be a bit taxing to the Assassin and can only be used sparingly.
Fatal Ambush: Tier II Assassin Skill
Physical Attack. Assassins are known for their deadly strikes, often being able to slay in a single strike. This technique is the first of the many massive damage attacks the Assassins have under their repertoire. It is a crude version however, a novice skill that serves more as the basis and foundation for future, more poetic, techniques. Requiring a long preparation time, the Assassin must focus onto their target, limiting their perception and leaving them vulnerable to other attacks, as they search for a weak point. Then by focusing all of their strength into one strike, the assassin strikes their target with all of their might into a single point, dealing critical damage. The mental exertion required taxes the mind heavily however, and the technique can only be used sparingly.
Trinket Work: Tier II Assassin Skill
A skill focused on decreasing the player's aggro presence. By crouching down and holding the stance for a few moments, the player will release a visible purple aura from their body for ten seconds. For the duration of the aura, the player will be able to attack a monster while keeping the monster's aggro level upon the player low. This skill is effective in a party for when one wishes to perform attacks without attracting the attention of the user.
Shadow Bind: Tier II Assassin Skill
Debuff. A magical technique created by Assassins, with a thematic effect quite fitting for those who love to strike from the shadows and call the darkness their home, yet poetically useless in full darkness itself as Shadows cannot exist without light. By striking the target’s shadow, the Assassin is able to create shadowy, almost invisible, tendrils from the victim’s own shadow that binds them completely.
Quick Draw: Tier II Assassin Skill
A skill focused on delivering a quick strike at the opponent. By gripping the weapon tightly and locking one's gaze toward a nearby foe, the player's body will quickly dash over to the target and perform an attack. Alternately used by ranged users to fire projectiles at a faster than usual pace. This sudden movement takes many unprepared opponents by surprise.
Deadly Dance: Tier II Assassin Skill
Physical Melee Attack. A skill that uses the Assassin’s angular momentum in order to increase the damage of their attack. The Assassin jumps and spins in the air while gripping their weapon, then lands onto the opponent and delivers a downward slash. The key of Deadly Dance is to accumulate angular momentum, so users might find it advantageous to use the skill multiple times in succession.
Rapid Shot: Tier II Assassin Skill
Physical Ranged Attack. While Assassins normally favor the blade, some prefer striking from afar, staying unseen even as their victims breathe their last breaths. As the Assassin is somewhat limited by the strength of their bows, unable to apply their full strength at time, Rapid Shot was designed to increase the number of arrows an Assassin can fire. In the time that it takes for most of fire one arrow, an Assassin can fire two with his technique. Accuracy is slightly reduced however, as the Assassin cannot take the time to focus their aim with this technique.
Assassinate: Tier II Assassin Skill
Quite possibly one of the Assassins' most well-known skills, Assassinate is a single hit technique that can be initiated as either a melee or ranged attack. However, in order for it to deal its famous damage potential, the skill must be used as a back attack, usually a strike done while the monster's attention is elsewhere. At the moment the skill is successfully used, a large red splashing animation reminiscent of blood is emitted from the target struck by the attack. Targets with a level below that of the Assassin take heavy damage; non-boss monsters that are over 10 levels below the Assassin's level may even be killed in a single hit. Understandably, enemies at a higher level than the Assassin will take lesser albeit still considerably high damage. This skill has a 45 second cooldown time after every use.
Assassinate: Tier II Assassin Skill
Quite possibly one of the Assassins' most well-known skills, Assassinate is a single hit technique that can be initiated as either a melee or ranged attack. However, in order for it to deal its famous damage potential, the skill must be used as a back attack, usually a strike done while the monster's attention is elsewhere. At the moment the skill is successfully used, a large red splashing animation reminiscent of blood is emitted from the target struck by the attack. Targets with a level below that of the Assassin take heavy damage; non-boss monsters that are over 10 levels below the Assassin's level may even be killed in a single hit. Understandably, enemies at a higher level than the Assassin will take lesser albeit still considerably high damage. This skill has a 45 second cooldown time after every use.
Stealth Strike: Tier II Assassin Skill
A skill that cloaks the user in a pale blue aura, making their figure slightly less opaque. This skill has a duration of five seconds and is automatically canceled upon a direct hit with the opponent. While Stealth Strike is active, the Assassin's next melee attack deals damage as though the target's Physical resistance was reduced by one stage (Physical neutral becomes physical weak, physical resistant becomes physical neutral, etc). The five second cooldown of this skill makes it so that an Assassin can activate the skill after almost every other attack, although the one second skill animation lapse might add up over time when it comes to DPS purposes.
Congregating Arc: Tier II Skill
The Assassin fires a projectile which disappears midway as it travels toward the opponent. In place of this original projectile, many replicas of the original projectile are copied into overlapping arcs that float a few meters in mid air above the target's position. Then, after half a second, these projectiles are all shot at the target to pierce them from practically all angles. Because these duplicated projectiles congregate based on the target's current position at the time this skill is used, it is less effective against speedier enemies. Also, the nature of this skill means that it is quite possible to transform into an area of effect skill if targets are standing very close together. Still, due to this skill's otherwise unimpressive activation animation, it is usually too late for an opponent to notice the rain of projectiles headed their way. Congregating Arc is most popularly used using arrows or bolts, but it is growing popular for throwing weapons to be used given their otherwise limited ammunition. This skill has a 0.5 second animation time from when the first projectile is fired and then 1.5 additional seconds until the arc-aligned projectiles are fired toward the target's position. This skill has a cooldown of 20 seconds.
Doppelganger: Tier II Skill
The Assassin summons a body double of themselves that copies their every movement and attack. Any attack performed by this body double is an illusion that cannot deal any damage to the opponent, while any physical contact to the body double phases through its body as though it were a ghost. The Assassin may repeatedly summon body doubles, but each one costs a small MP drain over time to maintain. There are a number of ways to identify body doubles, most particularly through the use of the Scholar's enemy-scanning abilities or the Enchanter's Electrical Fuzz. As the body doubles do not count as valid skill targets, these skills can ultimately expose the Assassin. This skill has a casting time of 2 seconds and a cooldown time of 5 seconds after each summoning.
Explosive Sigil: Tier II Skill
A handy technique that not only augments the Assassin's ranged repertoire, it also makes for a fairly effective ambush tactic. The Assassin places a rune upon an arrow or throwing weapon. This rune lasts for up to a minute, and if an enemy should touch the enchanted weapon, the rune will activate and cause a small fire-elemental explosion. The sigil will not detonate as long as the weapon is being held by the Assassin. If the weapon is targeted by the Sigilmaker skill [Seal of Pisces], the elemental damage of the explosion changes to that of the designated element. While this skill is in effect, the Assassin may snap their fingers to cause the rune to spontaneously explode. This skill has a casting time of 2 seconds and a cooldown of 10 seconds.
Hazecloud Vault: Tier II Skill
This skill generates a cloud of smoke that immediately covers the Assassin and shrouds the nearby 2 meters. This effect has immediate benefits by lowering the accuracy of all attacks that should target the Assassin while they are within this smoke. The smokescreen lasts for roughly 10 seconds and will not dissipate unless blown away by a wind-elemental attack. In addition to this defensive bonus, the Assassin's jumping ability is tripled for the next 5 seconds, allowing them to chain directly into an offensive strike or a defensive retreat. This skill has a casting time of 1.5 seconds and a cooldown time of 30 seconds.
Memory Shot: Tier II Skill
An Assassin's ranged attack that requires careful perception and timing. It is often used as a covert assassination technique when the Assassin has prior knowledge of an enemy's arrival and has made appropriate preparation. When this skill is initially activated, the Assassin fires an arrow or throws a weapon that immediately disappears when it leaves their hand. Anytime up to five minutes from when the projectile was shot, the Assassin may snap their fingers to immediately activate this skill's second half, causing all projectiles hidden by this skill to reappear and fire in the same positions that they originally were fired at. The Assassin must be no more than 10 meters from their initial firing position for this skill to be activated. This skill has a cooldown of 5 seconds whenever used to hide a projectile and a cooldown of 30 seconds when these hidden projectiles are fired toward an opponent. Up to 5 projectiles can be hidden by this skill at a time. This amount increases to 7 projectiles at Level 60 and 10 projectiles at Level 90.
Shadow Wires: Tier II Skill
A skill evolved from the Shadow Bind ability. From the duration this skill is activated, the Assassin utilizes their own shadow to create thin and nearly invisible wires wherever they move. Anyone who gets caught in one of these wires takes minor darkness-attribute damage as well as a movement binding effect for 5 seconds. Keep in mind that it is possible for teammates to receive this debuff, so be careful when activating this skill in party oriented play. This skill has a casting time of 3 seconds, a duration of 5 seconds, the invisible wires last for 10 seconds, and this skill has a cooldown of 30 seconds.
Substitution Arts: Tier II Skill
The Assassin places their hands together as though making a hand seal from a popular ninja anime that was airing throughout the course of Elder Tale's PC days. At the same time as the gesture is performed, they will look in a particular direction. Immediately after the hand gesture is made, the Assassin's current position will emit a small burst of white smoke. If the Assassin's position should then be attacked by anything within the next 2 seconds, a wooden log dummy will be struck by the attack instead. Meanwhile, the Assassin's body is teleported 3 meters in the direction they were looking at. Beginner users of this skill should be mindful of their surroundings, however. Many have tried this skill to teleport onto a tree, only to find themselves teleported onto a flimsy branch and subsequently falling like a fool. This skill's casting time is 1 seconds and its cooldown time is 15 seconds.
Void Shuriken: Tier II Skill
Even when an Assassin is unarmed, it is unwise to consider them a harmless target. Using this skill, the Assassin creates a Void Shuriken out of mana and materializes it into a potent and pitch-black weapon. The benefit of this skill is that it is relatively quick and possesses a low cooldown, but only one shuriken can be formed and thrown at a time. If a Void Shuriken is thrown and makes contact with anything, or if it is not thrown within 2 seconds, it disappears. Void Shuriken weapon levels are equal to the Assassin's level and deal physical damage on contact. This skill has a casting time of 2 seconds and a cooldown of 5 seconds.
Infinite Nocturne: Tier III Skill
The pinnacle of an Assassin's power allows them to literally become one with the shadows. This skill allows them to transform their entire body into a shadow and follow their target's every movement. Then, when the target is most invulnerable, the Assassin's silhouette rises from the shadows and attacks. The Assassin's body melts entirely to the form of a shadow and becomes invulnerable to physical attacks and weak to light-elemental skills while this skill is up. While in this state, it may only move by jumping from shadow to shadow within up to 2 meters. The Assassin may not perform ranged attacks or any other skills while this skill is active, and they may only deal basic melee attacks to a target. This skill has a casting time of 6 seconds, a maximum duration of 5 minutes, and a cooldown of 60 seconds after it is canceled. This skill is canceled when willed by the Assassin or if the Assassin takes any damage while under its effects.
Perfect Autopsy: Tier III Skill
Even within the higher levels of the Assassin's skill lists, the Assassinate skill remains the pinnacle of the class's damage-dealing potential. This skill is used to chain onto Assassinate and deliver a final coup de grace to any monster that managed to survive the initial hit. Immediately after activating the Assassinate skill, the Assassin leaves behind a trace of mana on the target's body at the wounded area. This mana reacts violently with any blood spilled and will cause a non-elemental explosion upon the target's body after a few seconds. If an opponent was barely hanging to life, this skill will certainly blow away their hopes once and for all. This skill has a cooldown of 45 seconds and must be activated at the same time as the Assassinate skill. Preparing this skill causes the Assassinate skill's animation time to increase by 2 seconds.
Tongue of Nature: Tier I Adventurer Skill
It's often said that certain people seem to have an affinity toward interacting with nature and communicating with animals. With this skill, the Adventurer's natural affinity is idealized into a tangible form. While this toggle skill is active, the character will be able to communicate with animals and monsters. Incoming speech by monsters will appear as subtitles at the bottom of the user's vision. There is a huge variance between being able to notice this effect and actually using it effectively, however. "Nice to meet you" is not the same thing as "Look, fresh meat", for example. At lower levels, the user of this skill will very often mishear monsters' speech and mispronounce their own words, mistakes that might cause hostility if used incorrectly. However, as the user gradually gains experience, they will be able to negotiate with monsters more easily. The Animal Trainer, Fisherman, Druid classes are more aligned with the power of nature and thus higher success rates are gained if the user is one or more of these classes. Monsters at a lower level compared to the user's highest class level also are easier to communicate with.
Arrow Revolver: Tier I Adventurer Skill
A technique developed by a legendary marksman, this bow skill allows an archer to reserve up to five arrows to be fired. The arrows in reserve are levitated in the air beside the bow using the power of mana. Whenever the user should then fire an arrow, the next one will quickly load itself into the slot of the bow, allowing for optimized rapid fire. Arrow Revolver may also be used with a firearms weapon, causing a single round to load itself into the chamber after each shot. This skill has a casting time of 3 seconds and a cooldown of 20 seconds.
Dimensional Shot: Tier I Skill
An Assassin's skill that expends mana to allow an projectile or a ranged skill fired from the Assassin to be fired from a different direction. Upon casting this skill, the Assassin designates one point within 2 meters of where they are standing. Should the Assassin fire a projectile or use a ranged skill within the next 10 seconds, the projectile(s) will disappear immediately from the Assassin's position, reappear at the targeted location's position, and continue within its normal trajectory. This skill allows an Assassin to perform a number of intricate trick shots depending on the situation and it can even be used to pin the blame of an attack on another nearby archer. The targetable range of this skill increases by 2 meters for every 30 Assassin levels. This skill has a casting time of 2.5 seconds and a cooldown of 15 seconds.
Curtain Call: Tier III Skill
Requires the Doppelganger skill to have been learned. An Assassin skill that causes an illusion of the Assassin themselves to appear behind the enemy, weapon at their throat. Alternately, it can be used anywhere within 5 meters of the Assassin. For the duration of this skill, any sound the Assassin makes will sound as though it was coming from the replica's direction. The replica may also deal damage to the target and cause pain sensations along with decreases in the target's HP gauge, but this is also an illusion. Even if a target's HP should reach 0 by the replica's attacks, their real HP gauge will be revealed once the spell wears off. As soon as the replica is targeted by an attack, it disappears and this skill is canceled. Through exploiting the opponent's natural reflexes, this technique is a skill that can take many enemies by surprise, even when they're aware of the trick. One interesting mechanic about this skill is its lack of animation, so most enemies apart from Scholars will be unable to predict its casting. This skill has a casting time of 5 seconds, a maximum duration of 30 seconds and a cooldown of 90 seconds.
Bank Shot: Tier I Skill
An Assassin's skill that expends mana to allow the Assassin to change the trajectory of a fired arrow to adjust for a target's change in position. The arrow will now redirect its movement in an attempt to strike the target directly. Understandably, this skill is most effective against opponents who like to dodge but is near useless against enemies who prefer to block the attack altogether. This skill has an casting time of 1.5 seconds and a cooldown of 5 seconds.
Hide Walk: Tier I Skill
Self Buff. Even the novice Assassin must be adept at stealth. Known for being able to meld into shadow or disappearing behind cover, Assassins can become invisible to the naked eye for just a moment before dealing a deathly blow. It is not a perfect technique however, as those carefully watching the Assassin can see through their tricks. This skill has an duration of 2 seconds and a cooldown of 20 seconds.
Malicious Intent: Tier I Skill
Although an Assassin would typically prefer to reduce any attention toward themselves, Malicious Intent is a special technique that temporarily defies this convention in order to bring forth a more advantageous situation. When this skill is used, the Assassin releases an invisible aura from their body. This aura is stationary and cannot be seen directly, but anyone close enough will undoubtedly feel a sight of emotional discomfort. The aura generates a high amount of aggro, causing many enemies to turn their attention toward the aura. Opponents in the night or monsters that do not rely on eyesight may even attempt to attack the aura, even if the Assassin had moved away for quite some time. Understandably, this skill isn't very effective against anything that can see its obvious appearance. This skill has a casting time of 4 seconds, a duration of 30 seconds, and a cooldown of 50 seconds.
Atrophy Break: Tier II Assassin Skill
Debuff Ranged Attack. While Assassins primary favor physical attacks, they have adopted some minor magic in the past to keep up with the advances of magi. By enchanting a projectile with a spell, the Assassin can cause a spectral chains to bind their target on contact, the projectile itself only deals normal physical damage however. Weaker enemies with little resistance can completely paralyzed by the chains, while stronger enemies are merely slowed.
Spark Shot: Tier II Assassin Skill
Magical Ranged Attack. One of the few attacks under the Assassin Repertoire that deals magic damage. By charging their projectile with lightning magic, the Assassin is able to create a small electrical burst upon collision. The projectile itself does physical damage, but the electrical burst deals magic damage.
Death Stinger: Tier II Assassin Skill
Self Buff. Poison, a classic tool of assassins but honor less by nature. By coating their weapons in these foul concoctions, the attacks of an Assassin have a chance to poison their enemies, slowly chipping away at their health overtime. Users of this technique must be wary though, as anyone struck by the blade can be poisoned, even the users themselves.
Accel Dance: Tier II Assassin Skill
Physical Attack. The sister skill to Deadly Dance, focusing in increasing the Assassin’s speed rather than their power. As the Assassin strikes their foes, they enter a state of mind where they can release some of their body’s natural limiters, allowing them to increase the speed of their attacks. The repeated usage allows the Assassin to descend deeper into this state and increase their attack speed even further. While originally designed for melee attacks, as it is more of a state of mind, the technique can be applied to ranged attacks as well.
Hiding Entry: Tier II Assassin Skill
Self Buff. One of the basic stealth magics of the Assassin. A signature move of the Assassins, known for being able to hide in plain sight, that allows them to bend light around them and become invisible to the naked eye for an extended period of time, up to ten minutes. Offensive actions, stabbing a target for instance, immediately break the magic used to hide the Assassin. The spell itself can be a bit taxing to the Assassin and can only be used sparingly.
Fatal Ambush: Tier II Assassin Skill
Physical Attack. Assassins are known for their deadly strikes, often being able to slay in a single strike. This technique is the first of the many massive damage attacks the Assassins have under their repertoire. It is a crude version however, a novice skill that serves more as the basis and foundation for future, more poetic, techniques. Requiring a long preparation time, the Assassin must focus onto their target, limiting their perception and leaving them vulnerable to other attacks, as they search for a weak point. Then by focusing all of their strength into one strike, the assassin strikes their target with all of their might into a single point, dealing critical damage. The mental exertion required taxes the mind heavily however, and the technique can only be used sparingly.
Trinket Work: Tier II Assassin Skill
A skill focused on decreasing the player's aggro presence. By crouching down and holding the stance for a few moments, the player will release a visible purple aura from their body for ten seconds. For the duration of the aura, the player will be able to attack a monster while keeping the monster's aggro level upon the player low. This skill is effective in a party for when one wishes to perform attacks without attracting the attention of the user.
Shadow Bind: Tier II Assassin Skill
Debuff. A magical technique created by Assassins, with a thematic effect quite fitting for those who love to strike from the shadows and call the darkness their home, yet poetically useless in full darkness itself as Shadows cannot exist without light. By striking the target’s shadow, the Assassin is able to create shadowy, almost invisible, tendrils from the victim’s own shadow that binds them completely.
Quick Draw: Tier II Assassin Skill
A skill focused on delivering a quick strike at the opponent. By gripping the weapon tightly and locking one's gaze toward a nearby foe, the player's body will quickly dash over to the target and perform an attack. Alternately used by ranged users to fire projectiles at a faster than usual pace. This sudden movement takes many unprepared opponents by surprise.
Deadly Dance: Tier II Assassin Skill
Physical Melee Attack. A skill that uses the Assassin’s angular momentum in order to increase the damage of their attack. The Assassin jumps and spins in the air while gripping their weapon, then lands onto the opponent and delivers a downward slash. The key of Deadly Dance is to accumulate angular momentum, so users might find it advantageous to use the skill multiple times in succession.
Rapid Shot: Tier II Assassin Skill
Physical Ranged Attack. While Assassins normally favor the blade, some prefer striking from afar, staying unseen even as their victims breathe their last breaths. As the Assassin is somewhat limited by the strength of their bows, unable to apply their full strength at time, Rapid Shot was designed to increase the number of arrows an Assassin can fire. In the time that it takes for most of fire one arrow, an Assassin can fire two with his technique. Accuracy is slightly reduced however, as the Assassin cannot take the time to focus their aim with this technique.
Assassinate: Tier II Assassin Skill
Quite possibly one of the Assassins' most well-known skills, Assassinate is a single hit technique that can be initiated as either a melee or ranged attack. However, in order for it to deal its famous damage potential, the skill must be used as a back attack, usually a strike done while the monster's attention is elsewhere. At the moment the skill is successfully used, a large red splashing animation reminiscent of blood is emitted from the target struck by the attack. Targets with a level below that of the Assassin take heavy damage; non-boss monsters that are over 10 levels below the Assassin's level may even be killed in a single hit. Understandably, enemies at a higher level than the Assassin will take lesser albeit still considerably high damage. This skill has a 45 second cooldown time after every use.
Assassinate: Tier II Assassin Skill
Quite possibly one of the Assassins' most well-known skills, Assassinate is a single hit technique that can be initiated as either a melee or ranged attack. However, in order for it to deal its famous damage potential, the skill must be used as a back attack, usually a strike done while the monster's attention is elsewhere. At the moment the skill is successfully used, a large red splashing animation reminiscent of blood is emitted from the target struck by the attack. Targets with a level below that of the Assassin take heavy damage; non-boss monsters that are over 10 levels below the Assassin's level may even be killed in a single hit. Understandably, enemies at a higher level than the Assassin will take lesser albeit still considerably high damage. This skill has a 45 second cooldown time after every use.
Stealth Strike: Tier II Assassin Skill
A skill that cloaks the user in a pale blue aura, making their figure slightly less opaque. This skill has a duration of five seconds and is automatically canceled upon a direct hit with the opponent. While Stealth Strike is active, the Assassin's next melee attack deals damage as though the target's Physical resistance was reduced by one stage (Physical neutral becomes physical weak, physical resistant becomes physical neutral, etc). The five second cooldown of this skill makes it so that an Assassin can activate the skill after almost every other attack, although the one second skill animation lapse might add up over time when it comes to DPS purposes.
Congregating Arc: Tier II Skill
The Assassin fires a projectile which disappears midway as it travels toward the opponent. In place of this original projectile, many replicas of the original projectile are copied into overlapping arcs that float a few meters in mid air above the target's position. Then, after half a second, these projectiles are all shot at the target to pierce them from practically all angles. Because these duplicated projectiles congregate based on the target's current position at the time this skill is used, it is less effective against speedier enemies. Also, the nature of this skill means that it is quite possible to transform into an area of effect skill if targets are standing very close together. Still, due to this skill's otherwise unimpressive activation animation, it is usually too late for an opponent to notice the rain of projectiles headed their way. Congregating Arc is most popularly used using arrows or bolts, but it is growing popular for throwing weapons to be used given their otherwise limited ammunition. This skill has a 0.5 second animation time from when the first projectile is fired and then 1.5 additional seconds until the arc-aligned projectiles are fired toward the target's position. This skill has a cooldown of 20 seconds.
Doppelganger: Tier II Skill
The Assassin summons a body double of themselves that copies their every movement and attack. Any attack performed by this body double is an illusion that cannot deal any damage to the opponent, while any physical contact to the body double phases through its body as though it were a ghost. The Assassin may repeatedly summon body doubles, but each one costs a small MP drain over time to maintain. There are a number of ways to identify body doubles, most particularly through the use of the Scholar's enemy-scanning abilities or the Enchanter's Electrical Fuzz. As the body doubles do not count as valid skill targets, these skills can ultimately expose the Assassin. This skill has a casting time of 2 seconds and a cooldown time of 5 seconds after each summoning.
Explosive Sigil: Tier II Skill
A handy technique that not only augments the Assassin's ranged repertoire, it also makes for a fairly effective ambush tactic. The Assassin places a rune upon an arrow or throwing weapon. This rune lasts for up to a minute, and if an enemy should touch the enchanted weapon, the rune will activate and cause a small fire-elemental explosion. The sigil will not detonate as long as the weapon is being held by the Assassin. If the weapon is targeted by the Sigilmaker skill [Seal of Pisces], the elemental damage of the explosion changes to that of the designated element. While this skill is in effect, the Assassin may snap their fingers to cause the rune to spontaneously explode. This skill has a casting time of 2 seconds and a cooldown of 10 seconds.
Hazecloud Vault: Tier II Skill
This skill generates a cloud of smoke that immediately covers the Assassin and shrouds the nearby 2 meters. This effect has immediate benefits by lowering the accuracy of all attacks that should target the Assassin while they are within this smoke. The smokescreen lasts for roughly 10 seconds and will not dissipate unless blown away by a wind-elemental attack. In addition to this defensive bonus, the Assassin's jumping ability is tripled for the next 5 seconds, allowing them to chain directly into an offensive strike or a defensive retreat. This skill has a casting time of 1.5 seconds and a cooldown time of 30 seconds.
Memory Shot: Tier II Skill
An Assassin's ranged attack that requires careful perception and timing. It is often used as a covert assassination technique when the Assassin has prior knowledge of an enemy's arrival and has made appropriate preparation. When this skill is initially activated, the Assassin fires an arrow or throws a weapon that immediately disappears when it leaves their hand. Anytime up to five minutes from when the projectile was shot, the Assassin may snap their fingers to immediately activate this skill's second half, causing all projectiles hidden by this skill to reappear and fire in the same positions that they originally were fired at. The Assassin must be no more than 10 meters from their initial firing position for this skill to be activated. This skill has a cooldown of 5 seconds whenever used to hide a projectile and a cooldown of 30 seconds when these hidden projectiles are fired toward an opponent. Up to 5 projectiles can be hidden by this skill at a time. This amount increases to 7 projectiles at Level 60 and 10 projectiles at Level 90.
Shadow Wires: Tier II Skill
A skill evolved from the Shadow Bind ability. From the duration this skill is activated, the Assassin utilizes their own shadow to create thin and nearly invisible wires wherever they move. Anyone who gets caught in one of these wires takes minor darkness-attribute damage as well as a movement binding effect for 5 seconds. Keep in mind that it is possible for teammates to receive this debuff, so be careful when activating this skill in party oriented play. This skill has a casting time of 3 seconds, a duration of 5 seconds, the invisible wires last for 10 seconds, and this skill has a cooldown of 30 seconds.
Substitution Arts: Tier II Skill
The Assassin places their hands together as though making a hand seal from a popular ninja anime that was airing throughout the course of Elder Tale's PC days. At the same time as the gesture is performed, they will look in a particular direction. Immediately after the hand gesture is made, the Assassin's current position will emit a small burst of white smoke. If the Assassin's position should then be attacked by anything within the next 2 seconds, a wooden log dummy will be struck by the attack instead. Meanwhile, the Assassin's body is teleported 3 meters in the direction they were looking at. Beginner users of this skill should be mindful of their surroundings, however. Many have tried this skill to teleport onto a tree, only to find themselves teleported onto a flimsy branch and subsequently falling like a fool. This skill's casting time is 1 seconds and its cooldown time is 15 seconds.
Void Shuriken: Tier II Skill
Even when an Assassin is unarmed, it is unwise to consider them a harmless target. Using this skill, the Assassin creates a Void Shuriken out of mana and materializes it into a potent and pitch-black weapon. The benefit of this skill is that it is relatively quick and possesses a low cooldown, but only one shuriken can be formed and thrown at a time. If a Void Shuriken is thrown and makes contact with anything, or if it is not thrown within 2 seconds, it disappears. Void Shuriken weapon levels are equal to the Assassin's level and deal physical damage on contact. This skill has a casting time of 2 seconds and a cooldown of 5 seconds.
Infinite Nocturne: Tier III Skill
The pinnacle of an Assassin's power allows them to literally become one with the shadows. This skill allows them to transform their entire body into a shadow and follow their target's every movement. Then, when the target is most invulnerable, the Assassin's silhouette rises from the shadows and attacks. The Assassin's body melts entirely to the form of a shadow and becomes invulnerable to physical attacks and weak to light-elemental skills while this skill is up. While in this state, it may only move by jumping from shadow to shadow within up to 2 meters. The Assassin may not perform ranged attacks or any other skills while this skill is active, and they may only deal basic melee attacks to a target. This skill has a casting time of 6 seconds, a maximum duration of 5 minutes, and a cooldown of 60 seconds after it is canceled. This skill is canceled when willed by the Assassin or if the Assassin takes any damage while under its effects.
Perfect Autopsy: Tier III Skill
Even within the higher levels of the Assassin's skill lists, the Assassinate skill remains the pinnacle of the class's damage-dealing potential. This skill is used to chain onto Assassinate and deliver a final coup de grace to any monster that managed to survive the initial hit. Immediately after activating the Assassinate skill, the Assassin leaves behind a trace of mana on the target's body at the wounded area. This mana reacts violently with any blood spilled and will cause a non-elemental explosion upon the target's body after a few seconds. If an opponent was barely hanging to life, this skill will certainly blow away their hopes once and for all. This skill has a cooldown of 45 seconds and must be activated at the same time as the Assassinate skill. Preparing this skill causes the Assassinate skill's animation time to increase by 2 seconds.
Tongue of Nature: Tier I Adventurer Skill
It's often said that certain people seem to have an affinity toward interacting with nature and communicating with animals. With this skill, the Adventurer's natural affinity is idealized into a tangible form. While this toggle skill is active, the character will be able to communicate with animals and monsters. Incoming speech by monsters will appear as subtitles at the bottom of the user's vision. There is a huge variance between being able to notice this effect and actually using it effectively, however. "Nice to meet you" is not the same thing as "Look, fresh meat", for example. At lower levels, the user of this skill will very often mishear monsters' speech and mispronounce their own words, mistakes that might cause hostility if used incorrectly. However, as the user gradually gains experience, they will be able to negotiate with monsters more easily. The Animal Trainer, Fisherman, Druid classes are more aligned with the power of nature and thus higher success rates are gained if the user is one or more of these classes. Monsters at a lower level compared to the user's highest class level also are easier to communicate with.
Arrow Revolver: Tier I Adventurer Skill
A technique developed by a legendary marksman, this bow skill allows an archer to reserve up to five arrows to be fired. The arrows in reserve are levitated in the air beside the bow using the power of mana. Whenever the user should then fire an arrow, the next one will quickly load itself into the slot of the bow, allowing for optimized rapid fire. Arrow Revolver may also be used with a firearms weapon, causing a single round to load itself into the chamber after each shot. This skill has a casting time of 3 seconds and a cooldown of 20 seconds.
Dimensional Shot: Tier I Skill
An Assassin's skill that expends mana to allow an projectile or a ranged skill fired from the Assassin to be fired from a different direction. Upon casting this skill, the Assassin designates one point within 2 meters of where they are standing. Should the Assassin fire a projectile or use a ranged skill within the next 10 seconds, the projectile(s) will disappear immediately from the Assassin's position, reappear at the targeted location's position, and continue within its normal trajectory. This skill allows an Assassin to perform a number of intricate trick shots depending on the situation and it can even be used to pin the blame of an attack on another nearby archer. The targetable range of this skill increases by 2 meters for every 30 Assassin levels. This skill has a casting time of 2.5 seconds and a cooldown of 15 seconds.
Curtain Call: Tier III Skill
Requires the Doppelganger skill to have been learned. An Assassin skill that causes an illusion of the Assassin themselves to appear behind the enemy, weapon at their throat. Alternately, it can be used anywhere within 5 meters of the Assassin. For the duration of this skill, any sound the Assassin makes will sound as though it was coming from the replica's direction. The replica may also deal damage to the target and cause pain sensations along with decreases in the target's HP gauge, but this is also an illusion. Even if a target's HP should reach 0 by the replica's attacks, their real HP gauge will be revealed once the spell wears off. As soon as the replica is targeted by an attack, it disappears and this skill is canceled. Through exploiting the opponent's natural reflexes, this technique is a skill that can take many enemies by surprise, even when they're aware of the trick. One interesting mechanic about this skill is its lack of animation, so most enemies apart from Scholars will be unable to predict its casting. This skill has a casting time of 5 seconds, a maximum duration of 30 seconds and a cooldown of 90 seconds.
Roleplay Class: [Animal Tamer]
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Scout: Level 1 Animal Trainer Skill
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.
Domesticize: Level 11 Animal Trainer Skill
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.
Pacify: Level 21 Animal Trainer Skill
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.
Emergency Suture: Level 11 Tailor Skill
An experienced tailor will be able to make quick mending to clothes in the fraction of the time, although the material will definitely require a proper repair later on. Still, this skill is especially important when you need to fix up your gear during a battle or when you have an extremely vital fashion malfunction. Additionally, this skill allows a tailor to mend wounds and stop damage over time bleeding effects from skills such as Swashbuckler's Viper Raise. No damage is recovered, however.
Runway Model: Level 21 Tailor Skill
The Tailor's fashion sense allows them to make clothing that complements a character's gear, making it seem stronger and more impressive. When the Tailor is participating in a thread and a character is wearing Vanity Clothing crafted by the Tailor, this skill may be used to buff an item for 1 hour. The buff may target themselves. The buff causes the item level of any cloth or leather armor worn by the target to increase by an amount equal to the Vanity Clothing's level / 10. Armor affected by this skill cannot have its item level raised past Level 90 by this effect. This skill has an animation time of 5 seconds and a cooldown of 1 minute.
Straw to Gold: Level 31 Tailor Skill
Particularly experienced crafters acquire the ability to customize a clothing's appearance for a short time, making the clothing look a bit more impressive than it normally is. When the Tailor is participating in a thread and a character is wearing cloth armor/leather armor/accessories crafted by the Tailor, this skill may be used to buff an item for 1 hour. The buff may target themselves. The buff causes the apparent level of those items to be increased by an amount equal to the Tailor's crafting level / 10 when determining the effects of reforges or enchants. The items' levels do not change in terms of defensive ability, so damage calculations are not affected. This skill has an animation time of 5 seconds and a cooldown of 1 minute.
Scout: Level 1 Animal Trainer Skill
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.
Domesticize: Level 11 Animal Trainer Skill
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.
Pacify: Level 21 Animal Trainer Skill
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.
Emergency Suture: Level 11 Tailor Skill
An experienced tailor will be able to make quick mending to clothes in the fraction of the time, although the material will definitely require a proper repair later on. Still, this skill is especially important when you need to fix up your gear during a battle or when you have an extremely vital fashion malfunction. Additionally, this skill allows a tailor to mend wounds and stop damage over time bleeding effects from skills such as Swashbuckler's Viper Raise. No damage is recovered, however.
Runway Model: Level 21 Tailor Skill
The Tailor's fashion sense allows them to make clothing that complements a character's gear, making it seem stronger and more impressive. When the Tailor is participating in a thread and a character is wearing Vanity Clothing crafted by the Tailor, this skill may be used to buff an item for 1 hour. The buff may target themselves. The buff causes the item level of any cloth or leather armor worn by the target to increase by an amount equal to the Vanity Clothing's level / 10. Armor affected by this skill cannot have its item level raised past Level 90 by this effect. This skill has an animation time of 5 seconds and a cooldown of 1 minute.
Straw to Gold: Level 31 Tailor Skill
Particularly experienced crafters acquire the ability to customize a clothing's appearance for a short time, making the clothing look a bit more impressive than it normally is. When the Tailor is participating in a thread and a character is wearing cloth armor/leather armor/accessories crafted by the Tailor, this skill may be used to buff an item for 1 hour. The buff may target themselves. The buff causes the apparent level of those items to be increased by an amount equal to the Tailor's crafting level / 10 when determining the effects of reforges or enchants. The items' levels do not change in terms of defensive ability, so damage calculations are not affected. This skill has an animation time of 5 seconds and a cooldown of 1 minute.
Crafting Class: [Artisan]
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Carving: Toggle skill. Artisans have a certain affinity with carving stone, making their normal artistic talents not to be underestimated in battle. Artisans deal 20% more damage to Rock-type monsters. They can also ignore defense buffs on Rock-type monsters.
Quick Architect: Through a process of trial and error, fledgling Artisans are able to learn the techniques for producing crafted materials quickly. This allows them to create temporary structures of stone, 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 Artisans have attempted to turn this quirk into an unusual battle strategy when fighting atop stone-filled mountains.
Carving: Toggle skill. Artisans have a certain affinity with carving stone, making their normal artistic talents not to be underestimated in battle. Artisans deal 20% more damage to Rock-type monsters. They can also ignore defense buffs on Rock-type monsters.
Quick Architect: Through a process of trial and error, fledgling Artisans are able to learn the techniques for producing crafted materials quickly. This allows them to create temporary structures of stone, 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 Artisans have attempted to turn this quirk into an unusual battle strategy when fighting atop stone-filled mountains.
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Additional Subclasses:
Alchemist- Level 90 - 500 AP
Blacksmith - Level 90 - 500 AP
Extra
Additional Subclasses:
Alchemist- Level 90 - 500 AP
Blacksmith - Level 90 - 500 AP
[attr="class","appbox5"]
01-21-2014 Added 26 AP blacksmith. 55 AP tracker
01-27-2014 Simple Knife crafted.
02-02-2014 Added 60 AP Assasin, 29 AP Blacksmith, 18 AP Tracker (level 21 Blacksmith skill not yet released.)
02-04-2014 Added item purchase.
02-14-2014 Potion trade.
09-24-2014 Tracker frozen at 73 AP
12/01/2014 Added additional Starting Skills
02/27/2015 Switched Alchemist Lv 90 with Blacksmith Lv 64 upon approval of Alchemist [90] > Blacksmith [64] -- Amaterasu
03/10/2015 -- Updated character template to a new template upon request -- Amaterasu
03/10/2015 -- Addeda million items to inventory upon approval of Boot to the head (A Bequeathal) / Trade Items -- Amaterasu
04/29/2015 -- Changed Crafting class from blacksmith to Tailor, added info into extra and changed skills accordingly upon approval of Subclass Change: Blacksmith > Tailor
Change Log
01-21-2014 Added 26 AP blacksmith. 55 AP tracker
01-27-2014 Simple Knife crafted.
02-02-2014 Added 60 AP Assasin, 29 AP Blacksmith, 18 AP Tracker (level 21 Blacksmith skill not yet released.)
02-04-2014 Added item purchase.
02-14-2014 Potion trade.
09-24-2014 Tracker frozen at 73 AP
12/01/2014 Added additional Starting Skills
02/27/2015 Switched Alchemist Lv 90 with Blacksmith Lv 64 upon approval of Alchemist [90] > Blacksmith [64] -- Amaterasu
03/10/2015 -- Updated character template to a new template upon request -- Amaterasu
03/10/2015 -- Added
04/29/2015 -- Changed Crafting class from blacksmith to Tailor, added info into extra and changed skills accordingly upon approval of Subclass Change: Blacksmith > Tailor
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Coded by Saber of L33T Team
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