Post by Valerie on Jan 25, 2015 2:12:46 GMT
Valerie (Val)
Character Info
REAL NAME: Valerie Nightshade
REAL GENDER: Female
GAME GENDER: Female
AGE: 20
SEXUALITY: Heterosexual
FACE-CLAIM: Alice Baskerville, Pandora Hearts
PLAYED BY: Valerie
RACE: Human
FACTION: Adventurer
Appearance Valerie is an 20 year old girl who stands at 5’1” with strange violet coloured eyes. She has a slim but curvy figure while also being lined with wiry muscle with little fat. She has long dark brown hair that reaches her waist with two side plaits. Normally, she wears her hair down, even when fighting since hair is easier to manage in game. When cleaning or doing physically demanding jobs, she ties her hair back into a high ponytail or bun. And on the rare occasion, pigtails. Valerie prefers to wear dark coloured clothes and her standard attire consists of a long black coat with a white diamond design only on her sleeves, a pair of black shorts and black laced-up boots. Since she used to dance in real life before the apocalypse, she walks with the perfect posture of a dancer, back slightly arched and head straight. Though the posture could be physically demanding to some people, it is normal for Valerie and she has a habit of walking extremely fast as if she was rushing to be somewhere. In real life, Valerie is appears quite similar to her in game self with the same dark hair and height. She has a similar build but she is much more muscular in real life due to dance and her hair is cut a bit shorter for convenience. The main difference is that her eyes were grey but they give off a purple-ish hue in the moonlight which was why she chose violet for her character. The girl never strays far from dark colours and favors black and dark reds in her choice of clothes. Valerie (Alice but with black and white clothes and no bow) Valerie (Real Life) ^Valerie's appearance is loosely created around Alice's character design and is more similar to this. | Personality Valerie is an ISTP which is one of the sixteen personalities in the Myers-Briggs personality test. People exhaust her and she enjoys analyzing her surroundings and hates making decisions. Around strangers, she is extremely reserved and uncomfortable, and around large groups of strangers, she will naturally wander off to the edge and hide in the shadows, wearing a wary expression on her face. When getting to know someone new, she is wary to the person and her mind is analyzing everything about the person. Despite her dislike to meet new people, she prefers meeting new people one on one with a friend or acquaintance. Her dislike of strangers is an effect of her fear of being vulnerable. When someone becomes more than a simple acquaintance, they become everything to her. Around friends, she is always smiling or wearing a semi-cruel grin. She had a habit of teasing others and laughing at random, unamusing things/situations that she finds amusing. She has an odd sense of humor and can find amusement in any situation, no matter how horribly cruel it is. She is willing to defend her friends, so long as they are not at fault which she will reprimand them without holding back. Valerie is incredibly loyal to people she is close to, though this becomes one of her main faults since she trusts them unconditionally. When facing an opponent, she analyzes them quickly before attacking and often dislikes competition and doesn’t quite comprehend the reason for competition. She often accepts everything as it seems, not much surprises her and if it does, she rarely shows it on her face. This helps her to quickly analyze situations in a fight however; she is horrible at analyzing social settings when she is part of it. Valerie loved and still enjoys doing dangerous activities and not many things scare her, except insects. This fear actually helps her to kill insect-like creatures and monsters instead of preventing her from fighting them. She had always had a fear of insects because they often slip under her observant eyes. She often internalizes everything she observed, not verbally voicing out her thoughts which could be a weakness for her since she is often reluctant to share her thoughts with others. When she first entered Elder Tale, Valerie had no friends on the server and attempted to survive without human contact. It drove her to the edge of her sanity, to the point of developing two personalities and thought processes in her mind. One is her normal conscious mind and the other is named Other and is the darker, sadistic, and blood thirsty side of Valerie. It normally remains dormant and silent until it finds an time to chime in with the purpose to either drive Valerie to do something she doesn't want to do, or scolding the girl for her actions. It is similar to a mini devil in her mind, but can also be helpful at times, but rarely is. Before Elder Tale, the Other was quiet and rarely spoke up, and went by unnoticed by Valerie. |
Extra
Blood type: O
Dominant hand: Right
Birthday: October 31
Dance type: Contemporary Dance
Occupation (Before Apocalypse): University Student/Dancer
Nickname: Val
Dominant hand: Right
Birthday: October 31
Dance type: Contemporary Dance
Occupation (Before Apocalypse): University Student/Dancer
Nickname: Val
Biography
Valerie grew up in a simple family of three in Canada and was in England for university. She discovered her passion for dance and started dancing when she was 5 years old. In school, she was a normal student with average grades. She was never close with her school friends and grew exceptionally close with her dance friends. The girl has a small circle of trusted friends and never bothered to expand it. In high school, a classmate introduced Valerie to Elder Tale on the North American server and it became her form of relaxation and her hobby. She would come back from practice and then go online to play Elder Tale, but the girl never went past level five. She was also a Swashbuckler, but her character on the other server was almost the complete opposite of Valerie. When she moved to England for her studies, she had forgotten about Elder Tale. In England, she was studying at the London Contemporary Dance School and was planning to get her BA before heading back to Canada for her MFA in a local university and finding a job to support herself. In the Contemporary Dance program and found another small group of dancers which she became quick friends with. It was the in the middle of her final year of her studying when she had purchased Elder Tale and had become drawn into the game.
When she first started playing Elder Tale, she had debated between two classes, Assassin and Swashbuckler. She desired the Assassin’s quick and strong attacks, but liked the combos a Swashbuckler could use against their opponents, and in the end, she chose the Swashbuckler class and created a character that mirrored herself. Her love for dance spurred her to choose the subclass Dancer and she had chosen her crafting class as a blacksmith because she disliked the idea of having other people handling her weapons and wished to be able to craft her own weapons to look exactly as she wishes. When Valerie realized she was pulled into the game. She couldn’t wait to fight the monsters that she often sees on her computer screen.
When she first started playing Elder Tale, she had debated between two classes, Assassin and Swashbuckler. She desired the Assassin’s quick and strong attacks, but liked the combos a Swashbuckler could use against their opponents, and in the end, she chose the Swashbuckler class and created a character that mirrored herself. Her love for dance spurred her to choose the subclass Dancer and she had chosen her crafting class as a blacksmith because she disliked the idea of having other people handling her weapons and wished to be able to craft her own weapons to look exactly as she wishes. When Valerie realized she was pulled into the game. She couldn’t wait to fight the monsters that she often sees on her computer screen.
Inventory
Starter Dagger: A small knife often used as a tool when it isn't used in battle. 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 Dagger: A small knife often used as a tool when it isn't used in battle. 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.
Childhood Memory: Level 10. A Small box that plays music when a crank on the bottom is turned. The song it plays is eloquent, and flows with the notes that play from the mechanisms within itself. Not a perfect item, but one that has an antique touch to it. The box is crafted sturdily from oak, so as to keep playing its soft tunes for many, many years.
Childhood Memory: Level 10. A Small box that plays music when a crank on the bottom is turned. The song it plays is eloquent, and flows with the notes that play from the mechanisms within itself. Not a perfect item, but one that has an antique touch to it. The box is crafted sturdily from oak, so as to keep playing its soft tunes for many, many years.
Shadowbite – Level one dagger - This dagger blends with the night and the shadows. Its sharp nine inch blade can cut and pierce into both the enemy and the wielder, similar to how no one can escape from their own shadows. The handle is made of the same dark metal, bearing swirling markings that provide the wielder with a better grip than a smooth metal handle. This weapon is the warped reflection of its counterpart, Nightshade, which is a pale silver dagger. Shadowbite represents the darkness within the user, the dark shadows that will always be behind the bright light.
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.
AP Potion (5 AP): A potion for 5 AP. Use it in the Market Center.
EQUIPMENT
Left Arm Nightshade – Level one dagger – Nightshade is a flower, a name and a poison. This weapon may not have a poison, but its sharp double edged blade can hurt both the wielder and its enemy. Its nine inch blades is long enough to deal serious damage, but easier to conceal. The crafter of this weapon created it to appear delicate and thin like the petals of a white flower. Its thin pale silver blade will only reflect certain lights and reflections though not always reflecting them accurately. This weapon is the warped reflection of its counterpart, Shadowbite, which is pitch black dagger with an almost identical appearance. Nightshade represents the blacksmith’s history, everything that happened and everything that will. | Armor Starter Chainmail: A basic set of chainmail armor made from cheap iron. 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. | Right Arm Demon's Fang -- Level 50 -- A long straight sword that has a black metal blade. It is free of intricate designs and other embellishments with a simple design. The blade is about one and a half feet long and the handle is six inches long and covered by a thick matte black leather. The metal blade does not reflect any light and bares a dull appearance, but the blade itself is very sharp. At the bottom of the pommel, the Funeral Parlor emblem has been inscribed. |
Tri-Coloured Braided Ring Level 10 Accessory - It is a metal accessory that increases the crafting level of the wearer by one. The ring is simple and plain without any jewels and special engravings. It is made of three different colored metals, gold, silver and black. All the metals are woven together to make a thin braid. It is meant to be worn on the pinky finger of a female and is quite small in size. [Image] [Reforge Effect: Production Quality increase.] | The Dark North Star Level 10 Accessory - This necklace has a simple silver chain with a small star like pendant. The pendant is made of a black gem that is encased by a silver metal casing with a swirling design. It is simple and not eye catching, which was the purpose of necklace. [Image] [Reforge Effect: Melee damage increase.] | Accessory #3 Leave blank |
Accessory #4 Leave blank | ||
Vanity #1 Leave blank | Vanity #2 Leave blank | Vanity #3 Leave blank |
CLASS SKILLS
Main Class: Swashbuckler
Straights: A skill with a 1 second animation time and 5 second cooldown that is very characteristic of its name. This ability causes the Swashbuckler's weapon to glow a golden color as it extends an additional four feet for the duration of an attack. It is initiated by suddenly clenching the weapon very tightly while in mid-swing or mid-thrust. Ranged weapons and grimoires are not affected by this skill. Players wielding two weapons cannot have both weapons be affected by this skill, so it is best used as a follow-up chained strike to prevent the opponent from keeping their distance. After this skill is used, the weapon's attack value decreases for a few seconds, making it unwise to carelessly spam the skill.
Shuffle Windmill: The Swashbuckler spins in place and performs 4 rotations with outstretched weapons, forming a horizontal sawblade attack. It can also be performed from a downed position in order to spin and transition into a final standing pose. This technique has optimal results if the lengths of both weapons are the same. Be careful of your party members' positions before you attempt it though. This skill has an animation time of 2 seconds and a cooldown of 8 seconds.
Viper Raise: An attack that targets the arm tendons. A successful hit will result in gradual damage over time due to a bleeding effect, which is accommodated by the wound area seeping out a constant trail of blood. Despite the move's somewhat gory animation, this bleeding effect is fairly minor and scales in a manner similarly to a poison effect. Also, for the next 10 seconds, the target's attack speed will be decreased by 10% due to the pain associated with moving the arms. This skill has a 2 second animation time and a 9 second cooldown.
Discard: Tier I Skill
A technique designed to reduce aggro for the swashbuckler. As soon as the opponent draws near, the swashbuckler performs a somersault over the target's head, then uses the blunt end of the blade to spin the opponent sideways. This sudden disorientation disrupts a monster's thought process, often resulting in its battle AI resetting. This skill has an animation time of 1.5 seconds and a cooldown of 15 seconds.
A technique designed to reduce aggro for the swashbuckler. As soon as the opponent draws near, the swashbuckler performs a somersault over the target's head, then uses the blunt end of the blade to spin the opponent sideways. This sudden disorientation disrupts a monster's thought process, often resulting in its battle AI resetting. This skill has an animation time of 1.5 seconds and a cooldown of 15 seconds.
Fencer Style: Tier I Skill
A passive skill that activates when the swashbuckler is only equipping a single one-handed weapon and nothing in their off hand, increasing the attack damage of their one-handed weapon. Dual wielding has its merits in granting the swashbuckler with an opportunity to apply two different effects to the opponent upon a successful hit, while fighting with the Fencing Style sacrifices this versatility for a greater form of fighting stability.
A passive skill that activates when the swashbuckler is only equipping a single one-handed weapon and nothing in their off hand, increasing the attack damage of their one-handed weapon. Dual wielding has its merits in granting the swashbuckler with an opportunity to apply two different effects to the opponent upon a successful hit, while fighting with the Fencing Style sacrifices this versatility for a greater form of fighting stability.
House Advantage: Tier II Skill
One should know that even if the odds are stacked, it is not a good idea to gang up on a Swashbuckler. The Swashbuckler delivers three consecutive thrusts forward toward all enemies within a 2 meter range. This skill's animation adjusts itself to compensate for the amount of enemies targeted, so three thrusts that would otherwise be dealt on a single target would have the same animation time as fifteen thrusts that would target 5 enemies. Understandably, this means that if multiple enemies are targeted by this attack, each enemy will have a shorter time period from which they can defend against this attack. This skill has an animation time of 1.5 seconds and a cooldown time of 12 seconds.
One should know that even if the odds are stacked, it is not a good idea to gang up on a Swashbuckler. The Swashbuckler delivers three consecutive thrusts forward toward all enemies within a 2 meter range. This skill's animation adjusts itself to compensate for the amount of enemies targeted, so three thrusts that would otherwise be dealt on a single target would have the same animation time as fifteen thrusts that would target 5 enemies. Understandably, this means that if multiple enemies are targeted by this attack, each enemy will have a shorter time period from which they can defend against this attack. This skill has an animation time of 1.5 seconds and a cooldown time of 12 seconds.
Trigger Jackpot: Tier II Skill
One of the Swashbuckler's special skills that does not require direct melee contact with the opponent. Trigger Jackpot can be used to place a marker somewhere upon the opponent's body that appears as a small card-shaped target overlaid over the body. Only a maximum of five markers can be placed on a target at any one time. The effect of striking the target at this point is identical to Opening Gambit's effect. However, this skill really starts to show its true colors once five markers have been placed upon the target. When this skill is activated and the target already has five markers on their body, all five markers will spontaneously flash and explode to deal a moderate amount of damage to the opponent. These markers are removed from the target after activation. Because of the flashy animation of this skill, many Swashbucklers refer to the use of this skill as "bombing" the opponent. This skill can only be activated when the opponent is clearly with the Swashbuckler's line of sight and within 10 meters. This skill has a casting time of 2 seconds and a cooldown time of 3 seconds if used to place a marker on the opponent, but a cooldown time of 90 seconds after it has been used to detonate markers
One of the Swashbuckler's special skills that does not require direct melee contact with the opponent. Trigger Jackpot can be used to place a marker somewhere upon the opponent's body that appears as a small card-shaped target overlaid over the body. Only a maximum of five markers can be placed on a target at any one time. The effect of striking the target at this point is identical to Opening Gambit's effect. However, this skill really starts to show its true colors once five markers have been placed upon the target. When this skill is activated and the target already has five markers on their body, all five markers will spontaneously flash and explode to deal a moderate amount of damage to the opponent. These markers are removed from the target after activation. Because of the flashy animation of this skill, many Swashbucklers refer to the use of this skill as "bombing" the opponent. This skill can only be activated when the opponent is clearly with the Swashbuckler's line of sight and within 10 meters. This skill has a casting time of 2 seconds and a cooldown time of 3 seconds if used to place a marker on the opponent, but a cooldown time of 90 seconds after it has been used to detonate markers
Pocket Aces: Tier II Skill
A support magic skill that causes the user's weapon(s) to glow a faint blue color as they become semi-transparent. It has a cooldown of 1 minute. For the next 30 seconds, the Swashbuckler's equipped weapons are able to phase through characters in their party. One such implication of this skill is that the Swashbuckler can stab right through an ally to strike at an enemy, all without dealing any harm to their teammate. Naturally, this skill also unlocks a wide flexibility for the Swashbuckler's attacking style, as one can perform multiple intricate chaining combos without worrying about one's own body to get in the way.
A support magic skill that causes the user's weapon(s) to glow a faint blue color as they become semi-transparent. It has a cooldown of 1 minute. For the next 30 seconds, the Swashbuckler's equipped weapons are able to phase through characters in their party. One such implication of this skill is that the Swashbuckler can stab right through an ally to strike at an enemy, all without dealing any harm to their teammate. Naturally, this skill also unlocks a wide flexibility for the Swashbuckler's attacking style, as one can perform multiple intricate chaining combos without worrying about one's own body to get in the way.
Equipment Mastery: Unarmed Combat: Tier I Skill
A toggle skill that allows a non-Monk character to deal increased damage with their bare hands, much like a Monk would. It is a little more flexible than the Equipment Mastery skills if somewhat situational - most combat builds for classes other than Monks will generally have no major uses to being able to hit things harder with your fists due to the lack of skill support. Regardless, it could serve as a passable emergency tactic when you may find yourself disarmed. This skill does nothing if taken by a Monk.
A toggle skill that allows a non-Monk character to deal increased damage with their bare hands, much like a Monk would. It is a little more flexible than the Equipment Mastery skills if somewhat situational - most combat builds for classes other than Monks will generally have no major uses to being able to hit things harder with your fists due to the lack of skill support. Regardless, it could serve as a passable emergency tactic when you may find yourself disarmed. This skill does nothing if taken by a Monk.
Fall Defense: Tier I Skill
A toggle skill that is acquired by the character's natural reflexes and physical coordination. By knowing the most effective ways to recover from a fall while sustaining as little damage as possible, these characters take 20% less damage from fall damage occurring from falls at heights of 3 meters or higher. This reduction changes to 30% when the character reaches Level 30, 40% at Level 60, and 50% at Level 90.
A toggle skill that is acquired by the character's natural reflexes and physical coordination. By knowing the most effective ways to recover from a fall while sustaining as little damage as possible, these characters take 20% less damage from fall damage occurring from falls at heights of 3 meters or higher. This reduction changes to 30% when the character reaches Level 30, 40% at Level 60, and 50% at Level 90.
Fireball Pitch: Tier I Skill
A quick and easy fire-based magic spell, summoning a small fireball in the palm of one's hand. It is warm to the touch when handled by the caster but burningly volatile when thrown. A successful direct hit inflicts light fire damage to the target. Unlike other spells, it is manually thrown at targets rather than automatically flying toward them. This comes with a number of benefits and disadvantages. Obviously, this skill requires accurate aim and dexterity. On the other hand, it provides for customized control and timing and its projectile speed is increased when thrown with high velocity. Due to the aesthetics and nature of this skill, Adventurers often throw these fireballs as if they were baseballs. Rumor has it that such a baseball tournament was started in the North American server as a peacekeeping event. This skill has a casting time of 2 second and a cooldown of 5 seconds. The cooldown is increased to 10 seconds if used by a non-mage class.
A quick and easy fire-based magic spell, summoning a small fireball in the palm of one's hand. It is warm to the touch when handled by the caster but burningly volatile when thrown. A successful direct hit inflicts light fire damage to the target. Unlike other spells, it is manually thrown at targets rather than automatically flying toward them. This comes with a number of benefits and disadvantages. Obviously, this skill requires accurate aim and dexterity. On the other hand, it provides for customized control and timing and its projectile speed is increased when thrown with high velocity. Due to the aesthetics and nature of this skill, Adventurers often throw these fireballs as if they were baseballs. Rumor has it that such a baseball tournament was started in the North American server as a peacekeeping event. This skill has a casting time of 2 second and a cooldown of 5 seconds. The cooldown is increased to 10 seconds if used by a non-mage class.
Heal: Tier I Skill
The most fundamental HP recovery magic of the healer classes and the root of all restorative skills. Although it grants HP restoration, it is known for its poor mana efficiency compared to other healing skills, barrier skills and reactive activation skills, thus putting this on low priority amongst healing skills. Beginners often look at healers based on how much HP this skill heals, causing some to be called second-rate or third-rate healers. That said, truly useless healers are out of the question, since most are at least competent in using restorative magic. When this skill is used, the caster is surrounded by a hazy warm light, and the chosen target is showered down with particles of light. This skill has a casting time of 2 seconds and a cooldown time of 10 seconds. If used by a non-healer class, the cooldown doubles to 20 seconds.
The most fundamental HP recovery magic of the healer classes and the root of all restorative skills. Although it grants HP restoration, it is known for its poor mana efficiency compared to other healing skills, barrier skills and reactive activation skills, thus putting this on low priority amongst healing skills. Beginners often look at healers based on how much HP this skill heals, causing some to be called second-rate or third-rate healers. That said, truly useless healers are out of the question, since most are at least competent in using restorative magic. When this skill is used, the caster is surrounded by a hazy warm light, and the chosen target is showered down with particles of light. This skill has a casting time of 2 seconds and a cooldown time of 10 seconds. If used by a non-healer class, the cooldown doubles to 20 seconds.
Hearing Aptitude: Tier I Skill
A toggle skill that improves the character's hearing perception. Whispers can be heard from about 2 meters away, conversations can be heard up to 10 meters away, and the hearing range of the most distant sounds are doubled. It is a very effective skill for the sake of gathering intel and eavesdropping.
A toggle skill that improves the character's hearing perception. Whispers can be heard from about 2 meters away, conversations can be heard up to 10 meters away, and the hearing range of the most distant sounds are doubled. It is a very effective skill for the sake of gathering intel and eavesdropping.
Parry: Tier I Skill
A hard parry that is delivered to reduce the force of an incoming attack. It is a system-assisted action that controls the body in the face of an oncoming attack, designed to reduce the damage from an attack as much as possible. Thus, while anyone can parry an attack given the right timing and momentum and achieve mixed results, activating this skill is probably one of the safest defenses against such an attack. Allowing the system free reign of one's own actions, however, may perhaps prove somewhat difficult in terms of flexibility. Despite that, this skill is one of the most basic and effective defensive techniques of the Warrior classes. Parry has an animation time of 1 second and a cooldown of 5 seconds. This cooldown is doubled to 10 seconds if used by any other class.
A hard parry that is delivered to reduce the force of an incoming attack. It is a system-assisted action that controls the body in the face of an oncoming attack, designed to reduce the damage from an attack as much as possible. Thus, while anyone can parry an attack given the right timing and momentum and achieve mixed results, activating this skill is probably one of the safest defenses against such an attack. Allowing the system free reign of one's own actions, however, may perhaps prove somewhat difficult in terms of flexibility. Despite that, this skill is one of the most basic and effective defensive techniques of the Warrior classes. Parry has an animation time of 1 second and a cooldown of 5 seconds. This cooldown is doubled to 10 seconds if used by any other class.
Splitting Fang: Tier I Skill
A ranged attack performed with any weapon that can be swung. It is activated by swinging the weapon from a raised position over the head downward about 120 degrees. The swing causes a thin white projectile to be generated to quickly slide across the ground and move forward a maximum of 10 meters. The projectile's height is roughly a meter high. As soon as the projectile touches any physical object or non-ally character, it dissipates and deals physical damage to them. This skill can go through allies without damaging them, allowing for a good turtling strategy for teams with strong defensive formations. This skill has an animation time of 1.5 seconds and a cooldown of 6 seconds.
A ranged attack performed with any weapon that can be swung. It is activated by swinging the weapon from a raised position over the head downward about 120 degrees. The swing causes a thin white projectile to be generated to quickly slide across the ground and move forward a maximum of 10 meters. The projectile's height is roughly a meter high. As soon as the projectile touches any physical object or non-ally character, it dissipates and deals physical damage to them. This skill can go through allies without damaging them, allowing for a good turtling strategy for teams with strong defensive formations. This skill has an animation time of 1.5 seconds and a cooldown of 6 seconds.
Sword Rain Flurry: Tier I Skill
The user pierces the target in rapid succession, usually amounting to an initial five stabs plus an additional one every 20 levels. Sword Rain Flurry is an adapted version of the Swashbuckler's Dart-Tack Target, only performed with the intention of damaging the target rather than simply diverting its attention. Despite its name, this skill can be performed with any weapon type although thrusting-type weapons often perform most optimally. Each strike deals a moderate amount of damage, but the main downside is that the user is locked into this animation until the move is completed. This skill has a total animation time of 3 seconds. Its cooldown time is 10 seconds.
The user pierces the target in rapid succession, usually amounting to an initial five stabs plus an additional one every 20 levels. Sword Rain Flurry is an adapted version of the Swashbuckler's Dart-Tack Target, only performed with the intention of damaging the target rather than simply diverting its attention. Despite its name, this skill can be performed with any weapon type although thrusting-type weapons often perform most optimally. Each strike deals a moderate amount of damage, but the main downside is that the user is locked into this animation until the move is completed. This skill has a total animation time of 3 seconds. Its cooldown time is 10 seconds.
Double Down: Tier II Skill Dual wield skill. A skill that is initiated first by summoning two additional one-handed weapons from the inventory. It then weakly magnetizes these weapons to the other two weapons in the Swashbuckler's grip, essentially making it so that they are literally wielding four weapons, two in each hand, at once. The implications of this 'see it to believe it' skill are a little more complicated. For one, considering that Swashbucklers do not suffer from accuracy penalties from dual wielding, the activation of this skill starts to push it a little. While the Swashbuckler is able to pretty much go out on a frenzy upon the opponent, it is extremely difficult to wield four weapons at once. It is natural that DPS would increase a little at the sacrifice of accuracy. Most would simply resort to using the additional two blades as two additional tools to poke the enemy with. There is a constant strain of MP while this skill is active.
Wild Card: Tier II Skill A skill that can be used when the Swashbuckler is either holding a single one-handed weapon or is unarmed. The Swashbuckler opens the palm of their hands when this skill is used, after which a random 1-handed weapon from the Swashbuckler's inventory will be withdrawn and immediately appear in their unarmed hand. It's said that many Swashbucklers who rely on this skill tend to thin out their inventory so that they are able to summon consistently reliable weapons when needed. Still, there is a bit of a thrill in activating this skill with a large weapon inventory and not knowing what you might pull out. This skill serves as an excellent countermeasure to having one's weapon disarmed. Swashbucklers who specialize in throwing weapons will be able to use this skill to easily reload their weapon supply without having to use the inventory menu. The animation time of this skill is 1 second and its cooldown time is 3 seconds.
Missile Strike: Tier II Skill A skill that can only be used with an equipped physical ranged weapon such as a bow, firearm, or throwing weapon. The user takes a moment to whisper a spell onto the weapon, enchanting it for the next shot. When that weapon is used to deliver a ranged attack, the number of projectiles fired is multiplied several times fold so that a literal rain of projectiles will strike the target. Missile Swarm is thus very effective either for hitting a bunch of targets packed close together or poking a poor enemy full of holes. After the duplicated projectiles make contact with anything, they will disappear back into the mana that formed them. This skill has a casting time of 3 seconds and a cooldown of 15 seconds.
Roleplay Class: Dancer
Pacifying Dance: A skill that allows the dancer to perform beautiful dances to momentarily captivate those who see it. For the next 30 seconds, monsters within 25 meters have their nature changed. Aggressive and Predatory monsters become Wary. Wary, Aloof, and Cowardly monsters become Docile. Docile monsters become Friendly. This effect does not work against monsters that are already engaged in battle when this skill was used.
Crafting Class: Blacksmith
Heatsink: Blacksmiths are able to wear chain armor without penalties if they are normally unable to wear chain armor. They are able to wear plate armor without penalties if they are normally able to wear chain armor but not plate armor. Also a toggle skill. Through their skills at working around a forge, blacksmiths have developed a slight tolerance toward heat. They take reduced damage of 10% from fire-based attacks.
Speed Forge: Level 11 Skill. The blacksmith's role in an active situation usually demands that their teammates' equipment is kept up to shape. A broken weapon cannot hurt much, while broken armor will only spell trouble against a difficult foe. It is in this time that blacksmiths will prioritize speed over quality. By taking makeshift materials around them, be it metal fragments, ore, or even rocks, they quickly melt it down and fix up equipment for the time being. Proper repairs will have to be performed following the battle in order to prevent impurities from weakening the equipment's quality. Defense debuff effects are halved when this skill is used on a target.
Change Log
Coded By Saber of L33T T3@M