Post by Midori on Dec 15, 2013 19:50:45 GMT
[attr="class","ws"] [attr="class","h"]MIDORI [attr="class","fc"] [attr="class","bi"]REAL NAME: Satsuki, Touko [attr="class","bi2"]REAL GENDER: Female [attr="class","bi2"]GENDER: Female [attr="class","bi2"]AGE: 18 [attr="class","bi2"]SEXUALITY: Demisexual [attr="class","bi2"]FACE-CLAIM: kurome, AKAME GA KIRU! [attr="class","bi2"]PLAYED BY: Murasaki [attr="class","h2"]Appearance [attr="class","b"] Her appearance in Elder Tale is modeled from her actual appearance, aside from the darker hair and eyes. Her in-game appearance eyes shine blue when there is sufficient lighting. Otherwise it shows up as a dark indigo color and is often mistaken for black from a distance. She also wore glasses in real life, although that is subject to change in game as she continues to see people posing dramatically with shiny glasses throughout her experience in the game. Due to selecting Half-Alv as a race in the game, she possesses a faint purple-colored emblem, resembling a half-thorn and half-vine knot, near the back of her tongue. Although it looks aesthetically nice, she doesn't particularly like how it's imprinted on the tongue, and so she tries to conceal it by speaking softly. Due to her slightly short hairstyle, it isn't particularly hard to upkeep. After washing her hair, she does have a tendency to heavily brush the back of her hairstyle in comparison to the side, leading to her hair to form an outward expanding style that ends up settling in downward spikes when it dries. This is especially more pronounced on windy days, where static electricity easily builds up and causes her hair to clump together into two pronounced spikes. Her facial expression usually varies between a half-open gaze in the day and an alert wide-eyed expression at night. This is made all the more apparent when she isn't wearing colored contacts to brighten up her normally dull black eyes. She usually doesn't express facial expression all that much other than a confident smirk at times. If angered or irritated, this smirk becomes more noticeably pronounced while she commonly closes her eyes and feints calmness. Touko keeps up a somewhat formal walking stance while around company, although this is merely a front. If she is by herself or around people she wouldn't need to keep up a formal reputation with, she would immediately drop this trait and promptly run to wherever she needed to go. This aspect is particularly noticeable if one were to observe her alone at home, as she would often sprint down the halls and spring over furniture in the process. In any case, her walking speed is naturally faster than average and she will not hesitate to cut through large crowds of pedestrians (albeit as elegantly as possible) in order to save time. Being somewhat of an expert bookworm, she does possess the ability to dodge people even with a book in her face using only peripheral vision. [attr="class","h3"]Personality [attr="class","b"] As evidenced by the multiple types of identities she employs, Touko is a slightly secretive person with a rather insecure personality in person. When discouraged or unmotivated, she is somewhat lethargic and doesn't exhibit much presence. She usually takes this time to quietly observe peoples' actions. When faced with a stranger, this doesn't change much either as she would simply stare down the person until they either left, looked away, started a conversation, or accept her expression as a universal challenge in a Pokemon battle. It is such that she can only really get comfortable around people she's known for a while. Even so, it really depends on the type of person. She likes to believe that her sense of getting to know good-minded people is fairly accurate. When given time to think and analyze, Touko's way of thinking is fairly logic-based. Much of this tendency comes from influence by her childhood friend. She often comes up with multiple possible plans when presented with a situation. Whether or not these plans follow through depend entirely on the ratio of effort compared to reward, though. While she is patient enough for a prolonged and planned idea, she is actually fairly impatient when it comes to anything beyond her control. As such, people with haphazard or truant tendencies tend to get more on her bad side. Challenging her to any sort of game and her demeanor will shift instantly to "Sure-Win Mode," as she confidently plans a winning strategy with a calm expression. Her weakness is candy. If you want to try to drop her guard, offer her the right type of candy. [attr="class","h3"]History [attr="class","b"] Touko Satsuki, nickname Tokoko, pen name Midori Laelia, online identity Midori or Melia. Her life story is fairly fanciful, having been a former trilingual Japanese/English/Chinese speaker in Japan who became the author of a mangaka duo that went under the pseudonym Ashiroki Mutou. Her works included the popular slice-of-life and mystery manga, Locked Room Club. She has since moved to Britain at the age of 17 and is currently working on a sequel to her hit series. Not really. Everything written so far in this paragraph was a lie. Somewhat. There was indeed a Touko Kouzuki whose history matched this description, but that was a character in a short story she wrote one night in high school. Okay, so Touko was simply born in a Japanese community in the United Kingdom, but otherwise her upbringing was essentially nothing out of the ordinary. Her childhood was a peaceful life of play, as her family was friends with the neighbor family and they had a child around Touko's age, Jack. This childhood friend was the same one who would have told her about the Elder Tale release in Great Britain. Touko otherwise didn't make many other friends in school. Her ethnicity was naturally different from the majority of her classes, and thus the other children tended to form their other groups together. In order to make up for this, she usually spended her time on the Internet, mostly in playing MMORPGs. Much of her online friends were thus people she had met through guilds across various games. Eventually Jack was accepted into Oxford and then she followed suit. However, Jack apparently had some sort of incident that resulted in his suspension from school. He had asked her to investigate some details about the incident and they would utilize the new game that would be coming out, Elder Tale, as a guise to prevent others from catching onto their plan. As such, Touko invited several other friends to play as well, making the experience appear as normal as possible. Of course, that plan would change as soon as they logged into the game... [attr="class","h3"]Extra [attr="class","b"] Height: 5'4 Weight: 94 lbs Blood Type: O+ Tarot Card: The Chariot Enneagram: Type 5 Myer-Briggs: INTJ - The Strategist - Her top favorite desserts are fruity candy, peppermint ice cream, root beer floats. Her favorite foods are orange chicken, BBQ pork buns, and potato salad. She otherwise has somewhat picky tastes. Despite her nationality, she rather dislikes seafood. - She speaks with a voice modifier in online chats. Occasionally she uses her real voice but people mistake it for a synthetic one. - She has a food sensitivity to chocolate in real life, thus tends to avoid chocolate candy. |
[attr="class","ws"] [attr="class","h"]statistics and inventory [attr="class","fc"] [attr="class","bi3"]RACE: Half-Alv [attr="class","bi4"]CLASS: Heretic [attr="class","bi4"]SUBCLASS: Puppeteer [attr="class","bi5"]CRAFTING CLASS: Alchemist [attr="class","h4"]Stats (DO NOT EDIT THIS SECTION) [attr="class","b3"] [attr="class","lt"] [attr="class","lt1"]character level [attr="class","lt12"]013 [attr="class","lt2"]subclass level [attr="class","lt22"]001 [attr="class","lt2"]crafting level [attr="class","lt22"]008 [attr="class","hm"]HP [attr="class","hm2"]---- [attr="class","hm"]MP [attr="class","hm2"]---- [attr="class","st2"]Strength [attr="class","st22"]--- [attr="class","st12"]+00 [attr="class","st2"]Dexterity [attr="class","st22"]--- [attr="class","st22"]+00 [attr="class","st2"]Agility [attr="class","st22"]--- [attr="class","st22"]+00 [attr="class","st2"]Intelligence [attr="class","st22"]--- [attr="class","st22"]+00 [attr="class","st2"]Wisdom [attr="class","st22"]--- [attr="class","st22"]+00 [attr="class","rt"] [attr="class","h3"]Skills [attr="class","b2"] Adventurer Skills [attr="class","skill"]Celerity: Tier II Adventurer Skill A skill coveted by mages and healers, allowing them to quickly condense the casting rituals for any particular spell during an emergency. After Celerity is used, the next skill used by the character within the next 10 seconds will have an instant casting time. If used to cast a damage-dealing skill during PVP, the damage of the spell is halved. This skill has an instant cast time and a cooldown of 60 seconds. [attr="class","skill"]Mythic Script: Tier I Adventurer Skill A toggle skill that uses a negligible amount of mana when it is activated. A skill that allows characters to write messages using pure mana. This message normally lasts for roughly a day if written on a surface or a minute if written in the air, before dissipating into the atmosphere. However, if the message is not exposed to the elements, such as within the bindings of a book, it is possible to preserve a message for months or even years. Taking this skill allows one to see these messages as well, for they are normally invisible to the untrained eye. It has been hypothesized that Ancient Age grimoires are composed from prayers and incantations written in mana onto paper that has been specifically designed to preserve its presence. Keep in mind that although this skill allows one to read writings in mana, it does not help with comprehension. [attr="class","skill"]Spellwalk: Tier I Adventurer Skill A toggle skill that allows a character to cast a spell without forcing them to remain immobile during the spell's casting duration. It is an excellent skill to take for those who prefer an on-the-go strategy or at least a less vulnerable position. When the character moves while casting a spell, their movement speed is halved. This speed penalty decreases to 40% at Level 30, 25% at Level 60, and 10% at Level 90. [attr="class","skill"]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. Heretic Skills [attr="class","skill"]Centripetal Buffer: Tier I Heretic Skill A skill usable only with a Crystal Ball equipped. The Heretic creates two copies of the crystal ball using Miasma as a temporary composition material. The three crystal balls then float about half a meter outward and rapidly spin around the user. This allows for a decent amount of protection against oncoming physical attacks. Centripetal Buffer has a duration of 10 seconds, a cooldown of 20 seconds, and a cast time of 3 seconds. Centripetal Buffer deals 2 points of Corruption to any targets struck by this skill. Centipetal Buffer's casting time can be increased by 2 seconds in order to summon an additional orb and deal 2 additional points of Corruption to targets. [attr="class","skill"]Eye for an Eye: Tier I Heretic Skill A spell that places a curse somewhere on the target's body and it appears as an eye-looking insignia. The user can see from that insignia as long as the target is within 100 meters. More obvious areas means it's easier to see, but also easy for the target to notice it. If the insignia is covered completely in any way, nothing can be seen. The user must close one of their eyes to see anything from the insignia. This skill has a casting time of 5 seconds, a maximum duration of 30 minutes, and a cooldown of 1 hour. [attr="class","skill"]Gluttonous Haze: Tier I Heretic Skill The Heretic casts a spell onto a target, causing a thin black mist to surround their body. As that target deals damage to an enemy, the mist absorbs the Anima that was spilled by the blow and feeds it into the target's body to heal them a small amount. This spell, combined with Tainted Charity, allows the Heretic to take a slightly more support-oriented playstyle. However, keep in mind that the presence of the black aura has been linked to mood swings and aggressive among those affected by it. Gluttonous Haze has a duration of 10 seconds, a 4 second cast time, and a 20 second cooldown. While a target is affected by this skill, their Mind resistance is reduced by 1 stage. [attr="class","skill"]Lying Darkness: Tier I Heretic Skill The Heretic offers up a target by forming an occult circle, causing the summoned Miasma to slowly integrate with the target's flesh. When this skill is used, the Heretic may designate a number between 1-10, 1-20 if used on themselves. That amount is dealt as Corruption to the target. If the target moves more than 1 meter away from their position from the time this skill is cast, it has no effect. This skill has a casting time of 4 seconds and a cooldown of 20 seconds. [attr="class","skill"]Miasma Bullet: Tier I Heretic Skill The Heretic generates Miasma into a black orb projectile. The orb is then fired toward an enemy at a high velocity. Exposure to this concentrated mass deals dark attribute damage to the target and applies 1 point of Corruption to the target. The Heretic may alternately charge this skill to deal 25% extra damage and 1 additional point of Corruption for every second of charging. This skill has a cooldown of 5 seconds, a regular casting time of 2 seconds, and a maximum casting time of 5 seconds. [attr="class","skill"]Miasma Curtain: Tier I Heretic Skill The Heretic concentrates Miasma in a dispersed form and swings its essence around them, causing a violet mist to materialize and rapidly whip out from the Heretic's body. The Miasma strikes all opponents within 2 meters with dark attribute damage and applies 1 point of Corruption to all affected targets. Miasma Curtain does not damage allies, but will still apply Corruption if they are within range. This skill has a minimum casting time of 2 seconds, a maximum casting time of 5 seconds, and a cooldown of 10 seconds. Miasma Curtain's casting time can be increased in order to deal 10% extra damage and 1 additional point of Corruption per second. [attr="class","skill"]Oblivion Claw: Tier I Heretic Skill A Heretic skill that conjures Miasma to shroud a melee weapon up to 1 meter away in a purple mist-like animation. It may also be cast on a character's bare hand, creating a purple mist silhouette resembling a demon's claw. A direct contact between the enchantment and the target's body deals minor darkness-attribute damage and places a harmful curse upon the target. When this skill is cast, the Heretic may select one of the following effects: [Increase the animation or cast time of this skill by 1 second], [After activation, increase the cooldown time of this skill by 5 seconds], [Reduce the duration of this skill by 10%], or [The user takes 5 points of Corruption immediately after this skill is used]. If a target was damaged by this skill, the selected effect will activate immediately when the target uses their next skill. If the user does not damage an opponent within 10 seconds of this skill's activation, it is canceled. This skill has a cooldown of 20 seconds, a minimum casting time of 3 seconds, and a maximum casting time of 8 seconds. For every second spent to charge the casting time, increase the curse's effect by 10%. A target currently affected by this skill's effect is treated as though their Corruption was increased by 5. [attr="class","skill"]Pain Affliction: Tier I Heretic Skill A concentrated stream of Miasma is fired toward a target's limb, causing a strong sensation of pain. Depending on where the burst made contact with, this psychological effect can cause a 25% reduction in attack speed or movement speed for 30 seconds. This skill has a casting time of 3 seconds and a cooldown of 60 seconds. A target currently affected by this skill's effect is treated as though their Corruption was increased by 2. [attr="class","skill"]Shackles of the Sentenced: Tier I Heretic Skill Miasma takes a tangible form in the shape of violet-black chains which erupt from the ground and wrap around a target. These chains root the enemy in place for 5 seconds. During this time, if the target should be afflicted with any skill that inflicts Corruption, their Corruption is increased by 1 additional point. This skill has a casting time of 1.5 seconds and a cooldown of 20 seconds. [attr="class","skill"]Tainted Charity: Tier I Heretic Skill Miasma and Anima are two sides of the same coin and so it is no surprise that Miasma can be used to restore the body. This skill heals the target by a small amount. Its animation is fairly deceptive, looking very similarly to the Heal skill. If a target who received healing from Tainted Charity is not healed again by Tainted Charity within 2 minutes, all HP restored by the skill is immediately removed. This skill has a casting time of 2 seconds and a cooldown of 10 seconds. Tainted Charity inflicts 2 points of Corruption on the target. [attr="class","skill"]Abyssal Contract: Tier II Heretic Skill A skill that denotes the Heretic's offering of body and soul to the Corruption. Miasma swirls around the Heretic and fuses into their skin, giving it a pale appearance. The Heretic becomes akin to a traditional vampire as they become weak to the light attribute and gradually take HP damage over time when exposed to sunlight. However, this dramatically amplifies their spells by increasing their spell damage by 25% and reducing all Heretic skill cast times by 2 seconds. The minimum cast time a skill can be reduced to by this effect is 1 second. Abyssal Contract inflicts 50 points of Corruption to the user. It will last for a full day and cannot be canceled except by death. This skill has a casting time of 10 seconds and a cooldown of 1 day. [attr="class","skill"]Corrosive Corruption: Tier II Heretic Skill The Heretic shoots a concentrated blast of Miasma to aim at an item, typically a target's weapon or armor. The Miasma quickly eats away at the surface of the item, creating impurities in the process. If this skill should be used multiple times on the same object, it would unquestionably be degraded for quite some time. Any item struck by this attack has its item level decreased by 2. This effect may stack. If it has been two minutes since Corrosive Corruption was used on the item, its item level will increase by 1 every 5 seconds until it is restored to its original value. This skill has a casting time of 1.5 seconds and a cooldown of 5 seconds. [attr="class","skill"]Exocytosis: Tier II Heretic Skill Where Heretics possess the power to corrupt, they can also use that power to cleanse at the cost of burdening another with corruption. The Heretic expels some of the Miasma from an infected being within 5 meters and directs the displaced element into a new target. Legend speaks of an underground order of Heretics working underground alongside the Wardens who use this skill as a means of experimentation on the effects of Miasma corruption. The amount of concentration necessary to extract Miasma makes this skill somewhat difficult to use in the heat of battle. The target's Corruption points are decreased by an amount from 1-10, chosen by the Heretic. The same amount is added to another target within 5 meters of the Heretic. If there are no other valid targets, the Heretic is considered the recipient. The Heretic may target themselves with this skill. This skill has a casting time of 5 seconds and a cooldown of 10 seconds. [attr="class","skill"]Pure of Presence: Tier II Heretic Skill While there are those who utilize the power of corruption to mutate and change their body, there are those who may also harness its power in a way where they may not even suffer the consequences of their ability. These individuals may often be even more dangerous than their counterparts, as it signifies that they have attained a mastery of manipulating the deadly phenomenon enough to evade suspicion. Still, one may simply be motivated by other means in choosing the class, perhaps finding the good out of an otherwise stigmatized class. Nevertheless, this skill embodies that type of style. So long as the Heretic remains at Stage 0 Corruption, they gain the Trait [Dark Conquest] as well as 3 Morphogenesis points. These points may only be spent on Traits of Stages 1, 2, or 3. As soon as the Heretic's Corruption Stage hits 1 or higher, all traits gained by this skill's effect are removed until their Stage drops down to 0. [attr="class","skill"]Occultic Reanimation: Tier II Heretic Skill Even the art of resurrection, one of Anima's most sacred properties, becomes defiled in Miasma's twisted reimagination. The Heretic summons a magic circle on the ground with their intended target as the center point. This ritual draws in Miasma, which then intensifies and envelopes the target. An Adventurer revived by this skill is revived with 25% HP and gains 10 points of Corruption. Any creature of the land revived by this skill becomes reborn as a zombie for an indefinite amount of time unless they are killed or have their summon revoked. Contrary to belief, these zombies are nearly indistinguishable from their real life counterparts except that they cannot speak or show emotion. It is as if the Miasma itself is occupying a hollow shell of one's former self. Zombies revived by Occultic Reanimation will, however, retain some aspects of their personality. For instance, if the zombie were a former comrade, they will fight by the Heretic's side while a revived former enemy will be generally disobedient. This skill has a casting time of 10 seconds and a cooldown of 2 minutes. For every zombie controlled by the Heretic, their maximum MP is reduced by a percentage equal to half the zombie's former level. [attr="class","skill"]Prana Leech: Tier II Heretic Skill The Heretic's version of the Prana Drain skill, an ability that was successfully adapted by Enchanters of ages past. In contrast to its localized version, this skill utilizes Miasma in a two-step process; first, it snatches away the target's Anima energy and then it occupies the space left behind. The Heretic points an open palm toward the target within 5 meters, draining 100 HP per second this skill is maintained. In addition, the target gains 1 point of Corruption for every 2 seconds of exposure. Prana Leech has a cast time of 3 seconds, a maximum duration of 30 seconds, and a cooldown of 60 seconds. [attr="class","skill"]Shadow Puppetry: Tier II Heretic Skill A skill that magnetizes lost spirits into the vessel of an inanimate object. The Heretic may use this skill if they are equipped with a Puppet or Hex Doll, if there is a zombie the Heretic revived by Occultic Reanimation, or if an Artificial Life monster just had its HP depleted to 0 within the last 5 seconds. The Heretic uses the Miasma to preserve the hollow body and infuse it with the soul of a spirit, which will then control the item or monster. If a Puppet or Hex Doll is equipped, they will automatically support the Heretic by launching attacks at any opponent that gets within 2 meters of the Heretic. If a monster is controlled, its HP restored to full and it will fight until its HP reaches 0 or until time has run out, after which it will vanish into a black mist. Monsters controlled by this skill cannot use skills. Puppets and monsters controlled by this skill receive a Super Armor buff, preventing them from staggering or being knocked back by attacks. If the Heretic's roleplay subclass is Puppeteer, they may also activate Puppeteer skills on a controlled monster and the item level of any puppet they control is increased by 10 levels. This skill has a casting time of 5 seconds, a duration of 60 seconds, and a cooldown of 70 seconds. [attr="class","skill"]Vessel of Chaos: Tier II Heretic Skill Miasma reacts to the negative emotions surrounding the user's heart, amplifying their emotions and granting them with power. While many Heretics go mad long before they reach this level of power, some Heretics are able to tap into its potential and transform the Miasma to their own bidding. This skill causes the Miasma to shroud itself around the Heretic's body and materialize into a piece of equipment of their choosing. The Heretic may transform their own weapon or armor into a Miasma Arms when this skill is activated. Because the new equipment generated is formed from the Miasma, it is always considered to be compatible equipment even if the Heretic may not normally be able to wield it. It's said that the Abyss Dragon Knight, a man fed up by unjust discrimination by the Wardens, had used this skill to create a dark parody of the Warden's Armor. A Miasma Arms equipment formed by this skill has its item level raised to the Heretic's main class level. A Miasma Arms weapon formed by this skill deals apparent damage of 1 level higher for every 10 points of Corruption possessed by the user (max: 10 levels). A Miasma Arms armor formed by this skill has an apparent defense of 1 level higher for every 10 points of Corruption possessed by the user (max: 10 levels). This skill has a casting time of 8 seconds, a duration of 2 minutes, and a cooldown of 5 minutes. Only one Miasma Arms weapon may be formed at a time by the user. Alchemist Skills [attr="class","skill"]Transmutation: Level 1 Alchemist Skill Alchemists are naturally aligned with the power of magical equipment, able to use the Adventurer skill [Equipment Mastery: Magical] as a Beginner-level skill without having it take up a skill slot. Their research also gives them an advantage in fighting Artificial Life to deal an additional 10% damage. If [Equipment Mastery: Magical] is already learned through racial or class bonuses, Magitech damage increases by 10%. [attr="class","skill"]Mana Crystalization: Level 11 Alchemist Skill Proficient Alchemists are able to extract the mana from the surrounding air and their own bodies more easily in order to perform their research. Mana Fragment production rate is increased by 50%, equating to three fragments every two posts in a research or crafting thread. Additionally, every time the Alchemist is hit by an attack, they restore a very small amount of MP proportional to received damage. Puppeteer Skills [attr="class","skill"]Act One - Exposition: Level 1 Puppeteer Skill This skill passively allows the character to use a Control Bar and Puppet in battle at the cost of an off-hand equip. Control bars count as one-handed equips, but can be used two-handed. A puppet may be controlled with one hand but its attack speed will be reduced by 50%. When determining the level of Puppets and Control Bars that the Puppeteer may equip, they may use their Puppeteer level in place of their Main Class Level if it is higher. The Puppet's item level is capped at 10 levels above that of the Puppeteer's main class, regardless of their Puppeteer level. Its active effect allows the Puppeteer to send the puppet forward and grab the target. This results in a movement bind status effect. The amount of time it takes for an enemy to break free in seconds is equal to the level difference between the Puppeteer's main or roleplay class (whichever is higher) versus the target's main class, divided by 10. If the difference is less than 5 or is negative, the break time becomes 0.5 seconds. This skill goes into cooldown for 5 seconds after a target breaks free. [attr="class","skill"]Act Two - Inciting Event: Level 11 Puppeteer Skill The Puppeteer passively becomes able to equip a weapon in the Puppet's grip. This weapon is not actually equipped from the menu, but taken either from the inventory or surrounding environment. The ability for a Puppeteer to control a weapon even while standing from a distance means that any weapon can be used for mid-ranged fighting. Its active effect causes the Puppet to perform a taunting gesture and draw aggro from enemies currently in combat. This skill has an animation time of 2 seconds and a cooldown of 8 seconds. [attr="class","skill"]Act Three - Fateful Encounter: Level 21 Puppeteer Skill The Puppeteer's mastery of puppet control allows them to skillfully wield a control bar in one hand. The attack speed penalty for using a control bar as a one-handed equip is nullified. Additionally, the Puppeteer may choose to wield the control bar with both hands in order to equip the Puppet with an additional weapon by Act Two's Inciting Event's effect. This skill's active effect allows the Puppet to be quickly retrieved to the Puppeteer's side. If there are any enemies within a 1 meter radius of the Puppeteer, it will spin once around the Puppeteer and deal minor damage and a knockback effect to those enemies. This skill has an animation time of 1.5 seconds and a cooldown of 10 seconds. Sorcerer Skills [attr="class","skill"] The Sorcerer channels mana toward an inanimate object within 10 meters and lifts it into the air. This object can then be used to bludgeon enemies until it either breaks or the user cancels their grip on the object. At Tier I, Psychic Conductor can only lift an object up to the weight of an adult man. Cannot be used on objects that are in the possession of another character. [attr="class","skill"] Impales a single target using an icicle spear for Ice-element damage. This skill inflicts a slowing debuff on the target, as well as increasing its defense for the duration. Many players learn this skill for its balance of damage, casting time, and utility that is a notch above most Sorcerer skills. [attr="class","skill"] A short range teleportation technique often employed by the Sorcerer for emergency escape. The Sorcerer jumps in a direction and teleports about 1-5 meters away in the desired position. The only downside is that the teleportation distance is very haphazard and might actually not move you very far. Still, it's a useful means of misdirection especially when you're up against only one enemy. [attr="class","skill"] A spell that shoots an initial blue-purple lightning bolt toward a target. However, rather than discharging entirely on the target on contact, the lightning remains as static energy. For 30 seconds at about 3-second intervals, the electricity arcs away from the target to damage and stun any other nearby enemies. As a result, it serves as a slight deterrent against defensive formations. Although this spell has a fairly long cooldown time, it has a fast casting speed and is often favored for use at the beginning of a battle. Because the target used to channel the electricity is not damaged by the spell, many Sorcerers also tend to cast it on themselves or a teammate as a supportive offense. [attr="class","skill"] A skill known to be one of the very few defensive options available to a sorcerer. The magician calls upon the powers of earth in order to erect a small wall of spiked stalagmites from the ground. This walls can withstand a moderate amount of physical damage before falling apart. However, the Sorcerer shouldn't count on this as their only defense. [attr="class","h3"]Equipment [attr="class","b2"] [attr="class","skill"]Armor: Celestial Cloak [Level 20]: Cloth armor. It resembles a cloak woven with the night sky over the Unfounded Kingdom. The cloak itself reaches down to the knees. It actually consists of two parts, an outer cloak and an inner cloak. This allows vanity clothing to be worn in between the two layers while still allowing a wide area of defense. Its design allows for good mobility for on-the-go mages. On the tag, there is a stylized F sewn into it to denote the crafter. Effect: +5% move speed [attr="class","skill"]Left Hand: Stratford Control Bar & Mannequin: Lv30 puppet. Coming directly from the Stratford Warden inventory, reliable equipment that can be brought into the Miasma Realms. A control bar resembling two blocks of wood stuck together and attached to springs. They connect to a human-sized wooden mannequin with no facial features. [attr="class","skill"]Right Hand: Starfell Chariot: Level 20 one-handed runed metal sword. A lost chariot without a rider knows nowhere to go. A blade designed for one who is currently searching their way through a sea of mystery. Designed as a weapon with a wine red and white hilt, the bright color of this handle is contrasted by its midnight-blue blade. The surface of this sword shines whenever the weapon is used as a channeling force to conduct mana, causing its edges to glow a mysterious violet aura. It is blessed with the Reforge of Cooldown Reduction, reducing the cooldown of the Miasma Bullet skill by 2 seconds. [attr="class","skill"]Accessory#1: Konpeitō Conductor - Lv8 accessory. A necklace consisting of a charm resembling a large green candy ball, tied together by string and worn around the neck. The interior of this candy charm consists of a mana-powered diode which synchronizes with the wearer's mana channels. Due to the nature of this mechanism, it particularly synergies with attacks of gravitational property. It increases the base damage of the wearer's Psychic Conductor skill by 2 levels. [attr="class","skill"]Magatama of the Celestial Night: Lv8 magic accessory. A jade-colored comma shaped bead that is said to bring good luck and ward away evil spirits from a distant land. Yet, the very same legends depict it also as a vessel that captures those evil spirits to harness their spiritual power. Whatever the case may be, this jewel seems to emit a light glow when the wearer is placed into a foul atmosphere. Be it a physically polluted air or a tense business conversation, this accessory reacts as though absorbing the negative energy away. This accessory reduces the Miasma Bullet skill's casting time by 0.8 seconds. [attr="class","skill"]Accessory#3: Description [attr="class","skill"]Accessory#4: Description [attr="class","skill"]Vanity #1: School Reincarnation Uniform - Lv10 vanity clothing. A school uniform that consists of a black top and black skirt. It features a secondary white lining along the collar seams and a red tie. [attr="class","h3"]Inventory [attr="class","b2"] Pierrot Allul-0 & Control Bar - Level 10 puppet and control bar. A 4-foot wooden puppet that looks like a girl-shaped mannequin, attached by wires to a basic wooden control bar. It is adorned with a dark indigo wig for hair and has no facial characteristics. While this puppet looks a little more realistic in appearance compared to beginner marionettes, its nonorganic origin is apparent. Control bar has an extra compartment for extra string, so the puppet has an added meter of effective range. Stratford Jade Orb: Lv30 crystal ball. Coming directly from the Stratford Warden inventory, reliable equipment that can be brought into the Miasma Realms. A crystal orb enchanted with magic, allowing it to float beside the user in battle. The user may control it as a mid-range weapon, allowing it to float up to 1 meter away to damage a foe with indirect blunt damage. It is slightly magnetized to the user through mana, allowing it to stay close to them even when it or its wielder is knocked away. Starter Katana: A starter weapon designed for novice adventurers, made out of cheap iron. 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. Starter Crystal Ball - A crystal ball crudely made from glass. It appears to be fairly old and unpolished, but still possesses magical power. A wielder of the Crystal Ball is able to make it float in the air, able to bludgeon foes up to 1 meter away with the ball. Starter Hex Doll: A possessed doll with needles set. Piercing its body with a needle sends a thin projectile that is aimed toward the target's corresponding body part. It has a range of 2 meters. In exchange for this accuracy, it is a rather weak attack. 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. Starter Cloth Armor Baginogi Frontier - Lv10 bag. A leather satchel with a bunch of space-themed stickers attached to its surface. It can store items for quick access without needing to open the inventory menu. Impure Poison x1: (Potency level 9) A fairly diluted poison suggested by Pharmacist Polio. 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. Its potency depends on the average level of the materials used to make it. Medicinal Formula x2: (Potency level 9) A basic healing potion that restores about 25 HP per average level of the materials used to make it. At low levels, this amount is essentially a player's entire amount, but higher level players will require a few in order to heal back to full HP. It has a toxicity rating of 0. After a player drinks potions with a total toxicity rating of 20, any potions taken afterward become halved in effect. 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. Using this item in the Market Center consumes it and allows you to place 5 AP into any of your classes. This decision is irreversible. Starter Wooden Pierrot & Control Bar - A control bar resembling two blocks of wood stuck together and attached to springs. They connect to a three-foot old puppet given to novice puppeteers, made out of cheap wood. It is easy to use but is really cheap and a bit decrepit. You probably should find yourself a new puppet. Apprentice Grimoire - An apprentice’s book of spells designed for novice mages, made out of cheap materials. Doesn’t particularly have too many pages, but it is better than nothing. If used by a magic class, you get the ability to shoot a basic magic attack with a range of 2 meters. "25 Billion Gold" Briefcase - Level 1 one-handed blunt weapon. A metal briefcase that feels rather heavy to the holder. It seems to work as a decent blunt weapon, but is rather unwieldy and somewhat impractical to hit someone with due to its range. No idea what's inside this briefcase, if it can even be opened. 3 x Potion of Nighteye L22: A potion made from a certain species of herbs that are said to have granted the People of the Land temporary night vision in the past. Due to the low quality of the solvents used to make this potion, it should be drank rather than used as eyedrops according to old Lander testimony. Upon being used, it tints the user's vision green and slightly increases their ability to see in the dark for a short period of time. Its duration and potency depends on the average level of ingredients used to make it. 3 x Medicinal Tablet L22: A healing pill that restores about 825 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. Therapeutic Index applied. 5 x Lesser Mana Potion L22: A basic mana potion that restores about 275 MP. It's good for lower levels, but lacks the oomph higher levels need. Therapeutic Index applied. 3 x Miasma-Cleansing Spray L22: 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 Therapeutic Index applied. Stabilized Mana Fragment: Level 8 item. A stabilized mana fragment that can even be held with bare hands without the energy immediately dissipating into the body. It is still very fragile, however, and will immediately shatter if even if struck by a moderate force. Mana Fragments should be kept in a well-protected container if transported. A Stabilized Mana Fragment can also be used to substitute for any two Mana Fragments in a single recipe. Unstable Mana Core: Level 8 item. A moderate source of psyche energy produced by oversaturating mana into a compact space. It is the opposite of the Stabilized Fragment, providing greater energy but at the sacrifice of stability. Merely placing one's uncovered hand a few inches from it will cause it to dissolve, so it should best be placed in a container. An Unstable Mana Core can also be used to substitute for any two Mana Fragments in a single recipe. School Revolution Vol. 9 [R10]: "A grimoire that actually looks more like a comic book. Because it probably is a comic book. The Scribe who compiled this grimoire shook his head questionably when composing this collection of pictures drawn by a young college student. But don't underestimate it. This Grimoire can shoot out a non-elemental magic bolt with a range of 2 meters. Heaven forbid that you pirate this manga." Grand Chariot: Level 40 one-handed runed metal sword. The Grand Chariot in the night sky serves as a universal guiding sign. But as brilliant as the constellation may be, it is still only visible in the night. A weapon for one who possesses strength, not to brighten a heart on a calm day, but to guide the hearts of those lost in the darkest nights. It is a superior version of the Starfell Chariot. Designed as a weapon with a wine red and white hilt, the bright color of this handle is contrasted by its midnight-blue blade. The surface of this sword shines whenever the weapon is used as a channeling force to conduct mana, revealing intricate inscriptions in a violet glow that resemble the ancient Alvian language found in old spellbooks. It is blessed with the Reforges of Cast Time and Cooldown Reduction, reducing the casting time of the Shadow Puppetry skill by 2.5 seconds, the casting time of the Miasma Bullet skill by 1 second, and the cooldown time of the Miasma Bullet skill by 0.5 seconds. Exalted Grand Chariot: Level 60 one-handed runed metal sword. Though a star may not normally be visible in the daytime, it is always there. A promised weapon to a wielder whose willpower will always carry on as she discards her mask and becomes her true self. It is a superior version of the Grand Chariot. Designed as a weapon with a wine red and white hilt, the bright color of this handle is contrasted by its midnight-blue blade. The surface of this sword dramatically changes from a midnight blue to a brilliant white whenever the weapon is used as a channeling force to conduct mana, revealing intricate inscriptions in a violet glow that resemble the ancient Alvian language found in old spellbooks. It is blessed with the Reforges of Cast Time Reduction, reducing the casting time of the Necrotic Corruption skill by 5 seconds and the casting time of the Miasma Bullet skill by 1 second. 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. Apocrypha Blades (Level 20)A Pair of Roller Blades, crafted by Mechanic Hirosame. Guaranteed to provide comfort and satisfaction to the wearer, as they blaze down the road with style. The wheels have a Solstice Symbol on one side, and an Asterial Age symbol on the other. These roller blades performs well in the streets, but does little to nothing on dirt or rocky paths. Festival Game Seal - Lv10 plushie. "Her eyes lingered longingly on a fluffy seal plush that sat on the counter of a throw a ring-on-a-bottleneck booth." Obtained from the Stratford Carnival during the Coconia Festival, it is a very cute seal plushie that is roughly the size of a pillow. It can probably even double as a pillow, given how soft and fluffy it feels! The seal has a periwinkle colored back and a white colored belly, with beady black eyes and a very adorable :3 expression on its face. Festival Game Penguin - Lv10 plushie. "Got any plushies you'd like me to win, Charry? I'll win one for us!" Obtained from the Stratford Carnival during the Coconia Festival, it is a rather sleek-looking penguin plushie that is roughly the size of a pillow. Its exterior is rather shiny and looks as though it were made from silk, while its interior is soft and pleasant to poke at. The penguin has a royal blue back and flippers, while its face and belly is white colored. It has beady black eyes and a rather cute and goofy smile from its beak. Second Anniversary Cake: Level 30 food display. A multi-layered cake with extra frosting and toppings made to celebrate the 2nd anniversary of the Apocalypse in the Unfounded Kingdom. It can be used as furniture in Guild or Personal Housing, granting +1 to all housing stats. It can alternately be eaten in a thread to grant a Food Buff for 5 posts. The Food Buff grants +5% movement speed, increases maximum HP by 10%, and also heals the user by the same amount immediately upon use. Untradeable. Glacier Wardrobe: Lv30 furniture. A large closet of an ice motif that can even double as a temporary refrigerator due to its naturally cold air inside. [+2 BUR] Fenrir Mount Whistle: A crystal glass whistle that enables the owner to summon forth a mount resembling Fenrir, the Howling Blizzard. The Fenrir summoned by this item possesses the stats of a Night Wolf if the owner is trained in taming mounts. |
[attr="class","ws"] [attr="class","h"]Change Log [attr="class","b"]12/16/2013 Gained 9 AP; Sorcerer Level Up +4 [5] 12/16/2013 Sorcerer +3 AP; Alchemist +5 AP 12/18/2013 Sorcerer +8 AP Added Serpent Bolt 12/23/2013 Added 9 AP- Sorcerer, 4 AP- Alchemist Added skill- Barrier Spike 2/3/2014 Added Accessory 2/8/2014 - Added items - log-horizon.proboards.com/thread/792/speedcraft-potions-midori 2/21/2014- added Celestial Cloak, Uniform and Satchel |
Coded By Archetype=Luna
[newclass=.skill]float:left;color:#D8D8D8;font-family: arial; font-size: 9px;width:440px;height: 30px; border:2px solid #2b4a2b;text-align: justify;overflow: auto; padding-left: 5px;padding-right: 5px;padding-top: 5px; padding-bottom: 5px;margin-bottom: 5px[/newclass]
[newclass=.hm2]float:left;color:#D8D8D8;font-family: arial; font-size: 12px; margin-bottom: 2px; margin-top: 2px;width:105px;border:2px solid #2b4a2b;text-transform: uppercase;text-align: justify;margin-left: 5px;padding-left: 5px;letter-spacing: -1px[/newclass]
[newclass=.hm]float:left;color:#D8D8D8;font-family: arial; font-size: 12px; margin-bottom: 2px;margin-top: 2px;width:30px;border:2px solid #2b4a2b;text-align: center;letter-spacing: -1px[/newclass]
[newclass=.rt]float:right;color:#D8D8D8;font-family: arial; font-size: 10px;width:260px;height: 202px; border:2px solid #2b4a2b;text-align: justify;overflow: auto; padding-left: 5px;padding-right: 5px;padding-top: 5px; padding-bottom: 5px;letter-spacing: -1px[/newclass]
[newclass=.st1]float:left;color:#D8D8D8;font-family: arial; font-size: 12px; margin-bottom: 2px;width:90px;border:2px solid #2b4a2b;text-transform: uppercase;text-align: justify;letter-spacing: -1px[/newclass]
[newclass=.st12]float:left;color:#D8D8D8;font-family: arial; font-size: 12px; margin-bottom: 2px;width:30px;border:2px solid #2b4a2b;margin-left: 5px;text-align: center;letter-spacing: -1px[/newclass]
[newclass=.st2]float:left;color:#D8D8D8;font-family: arial; font-size: 12px; margin-bottom: 2px; margin-top: 2px; width:90px;border:2px solid #2b4a2b;text-transform: uppercase;text-align: justify;letter-spacing: -1px[/newclass]
[newclass=.st22]float:left;color:#D8D8D8;font-family: arial; font-size: 12px; margin-bottom: 2px; margin-top: 2px; width:30px;border:2px solid #2b4a2b;margin-left: 5px;text-align: center;letter-spacing: -1px[/newclass]
[newclass=.lt]float:left;width:180px;margin-left:-10px[/newclass]
[newclass=.lt1]float:left;color:#D8D8D8;font-family: arial; font-size: 12px; margin-bottom: 2px;width:110px;border:2px solid #2b4a2b;text-transform: uppercase;text-align: justify;letter-spacing: -1px[/newclass]
[newclass=.lt12]float:left;color:#D8D8D8;font-family: arial; font-size: 12px; margin-bottom: 2px;width:30px;border:2px solid #2b4a2b;margin-left: 5px;text-align: center;letter-spacing: -1px[/newclass]
[newclass=.lt2]float:left;color:#D8D8D8;font-family: arial; font-size: 12px; margin-bottom: 2px; margin-top: 2px;width:110px;border:2px solid #2b4a2b;text-transform: uppercase;text-align: justify;letter-spacing: -1px[/newclass]
[newclass=.lt22]float:left;color:#D8D8D8;font-family: arial; font-size: 12px; margin-bottom: 2px;margin-top: 2px;width:30px;border:2px solid #2b4a2b;margin-left: 5px;text-align: center;letter-spacing: -1px[/newclass]
[newclass=.fc]float:left;width:100px;height:100px;border:5px solid #2b4a2b;margin-top:20px;margin-left:10px;[/newclass]
[newclass=.bi]float:right;color:#D8D8D8;font-family: arial; font-size: 9px; margin-bottom: 2px;width:350px;border:2px solid #2b4a2b;margin-right:10px;[/newclass]
[newclass=.bi2]float:right;color:#D8D8D8;font-family: arial; font-size: 9px; margin-bottom: 2px;width:350px;border:2px solid #2b4a2b;margin-top: 2px; margin-right:10px;[/newclass]
[newclass=.bi3]float:right;color:#D8D8D8;font-family: arial; font-size: 12px; margin-bottom: 2px;width:350px;border:2px solid #2b4a2b;margin-top: 20px;margin-right:10px;[/newclass]
[newclass=.bi4]float:right;color:#D8D8D8;font-family: arial; font-size: 12px; margin-bottom: 2px;width:350px;border:2px solid #2b4a2b;margin-top: 2px; margin-right:10px;[/newclass]
[newclass=.bi5]float:right;color:#D8D8D8;font-family: arial; font-size: 12px; margin-bottom: 2px;width:350px;border:2px solid #2b4a2b;margin-top: 2px; margin-right:10px;margin-bottom: 40px[/newclass]
[newclass=.h]text-transform: uppercase; width:490px; padding-left: 10px; font-family:arial;font-size:22px;background-color:#2b4a2b;color:#D8D8D8;border-bottom:1px solid #6f8c6e;[/newclass]
[newclass=.h2]text-transform: uppercase;width:490px; padding-left: 10px;font-size:16px;background-color:#2b4a2b;color:#D8D8D8;border-bottom:1px solid #6f8c6e;border-top:1px solid #6f8c6e;margin-top: 40px[/newclass]
[newclass=.h3]text-transform: uppercase;width:490px; padding-left: 10px;font-size:16px;background-color:#2b4a2b;color:#D8D8D8;border-bottom:1px solid #6f8c6e;border-top:1px solid #6f8c6e;[/newclass]
[newclass=.h4]text-transform: uppercase;width:490px; padding-left: 10px;font-size:16px;background-color:#2b4a2b;color:#D8D8D8;border-bottom:1px solid #6f8c6e;border-top:1px solid #6f8c6e;margin-top: 90px[/newclass]
[newclass=.b]color: #D8D8D8; font-size: 9px; font-family: verdana; width: 460px; height: 200px; overflow: auto; padding-left: 20px;padding-right: 20px;padding-top: 5px; padding-bottom: 5px; text-align: justify;[/newclass]
[newclass=.b2]color: #D8D8D8; font-size: 9px; font-family: verdana; width: 460px; height: 230px; overflow: auto; padding-left: 20px;padding-right: 20px;padding-top: 5px; padding-bottom: 5px; text-align: justify;[/newclass]
[newclass=.b3]color: #D8D8D8; font-size: 9px; font-family: verdana; width: 460px; overflow: auto; padding-left: 20px;padding-right: 20px;padding-top: 5px; padding-bottom: 10px; text-align: justify;[/newclass]
[newclass=.ws ::-webkit-scrollbar ]height: 5px; width: 5px; background-color: #122811;[/newclass]
[newclass=.ws ::-webkit-scrollbar-thumb]background-color: #87a386; border-left: 1px solid #87a386; border-top: 1px solid #87a386;[/newclass]