Post by Sark on Aug 30, 2015 7:19:00 GMT
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IGN Faction - Dwarf - Samurai - Acrobat - Tailor - ♂ [attr="class","equipicon"] [attr="class","equipdescription"][Hearty] Specialised Pauldrons: A set of armour that protects the neck, shoulders and upper arms, it allow total flexibility. The preferred armour of those who rely on their agility rather than their armour. These darkened pauldrons have been boiled twice to make the leather firm and thick. Decorative needlework has been done in a bright green thread that matches Sark's hairtones. Effect: Provides +5% HP. [attr="class","equipicon"] [attr="class","equipdescription"]Weapon Name:Great Sword (basic) Level # Weapon1 This two handed great sword appears to be have a thin, 2 foot-long handle. It lacks any form of hilt, instead blending into a wide, thin sheet of metal 4 feet long. It is single edged, with the end sharply curving away, whilst the base of the blade has a crescent cut out to better balance the weight. [attr="class","equipicon"] [attr="class","equipdescription"]Weapon Name:N/A Level # Weapon N/a N/a. [attr="class","equipicon"] [attr="class","equipdescription"]Tailor's Scissors: Level 20 Accessory A specially designed Magitech pair of scissors used for cutting cloth. The cutting edge of the scissors have been reinforced with a coating of mana crystals, allowing cloth to be imbued with higher levels of mana from the start of production. +2 Tailor Item Level [attr="class","equipicon"] [attr="class","equipdescription"][Fire, Water, Lightning & Earth Resistant] Broad Obi: Empty Level 20 Accessory A beautiful silk obi-sash more than double the width of a normal obi. It is long enough to wrap around most users 5 to 6 times. The sash has a bold, repeating pattern of red, blue, yellow & brown with each band of colour having its own geometric pattern. A favourite item of Tanks to boost their existing elemental resistance, this item is lovingly referred to as the 'belt of elements.' Effect: +10% resistance to Fire, Water, Thunder & Earth element attacks. [attr="class","equipicon"] [attr="class","equipdescription"][Fleet] Spring-Heeled Jackboots: Nope Level 20 Accessory A pair of comfortable, black leather boots that are snug at the ankle and loose around the shin. The heels of these shoes have been scraped down to an almost paper thinness before a gelatinous, rubber-like ooze was applied. This gives the shoes their distinctive 'spring' step, making its wearer travel just a little further with each step. Effect: Move speed + 5% [attr="class","equipicon"] [attr="class","equipdescription"][Fleet] Day-Long Socks : Level 20 Accessory A pair of woolen & cotton socks designed to be worn all day through strenuous activity and not become stinky. These thick socks support and pad the foot, allowing its wearing to travel further without tiring. This pair is coloured khaki green with a vibrant neon strip at the top. Effect: Move speed + 5% REAL NAME. Kale Atkins REAL GENDER. Male AGE. Late Teens SEXUALITY. cis FACE-CLAIM. Nil SERIES/ARTIST. me~ PLAYED BY. Wakelord [attr="class","infotitle"]Appearance [attr="class","infobox"] Sark is short, even for a dwarf. During the character creation process, before the apocalypse, Sark was made to be the shortest, slimmest character the game allowed. As such he barely tops 4 feet, and at times almost looks emancipated. This belies his high strength stat, which allows him to wield his greatsword with ease. He has a youthful face, with large green eyes staring out below a ruffled mop of muted green hair. Being a dwarf, his hands are disproportionately large and already show the callouses of use. Despite his young appearance, his body has the body hair of a 30 year old, with full chest hair to say the least. Sark shaves daily to keep his face clean-shaven & to avoid the matted dwarven beard so common amongst his people. What people tend to notice beyond his short stature, is the large weapons that is strapped to his back. The blade of the greatsword is as tall as he, and the handle stretches a full 2 foot above him. This weapon shadows his armour, which to date is a simple ‘leather’ wolf pelt mantle that covers his shoulders and back. At times this lends a certain comical flair, as his stature means it is only his blade handle that can be seen over countertops and through windows. [attr="class","infotitle"]Personality [attr="class","infobox"] Elder Tales was a large part of Sark’s life before the apocalypse, and was an early adopter of the new Great Britain server. When the Apocalypse happened and Elder Tales went therefore from ‘game’ to ‘reality.’ It hit Sark hard. For a long time he was paralysed by fear, and rarely left Londonium, let alone levelled up. His fear and anxiety kept him at safe locations and mundane tasks. Over time his true personality returned as he came to grips with this new reality. These days he is back to his usual self; confident, optimistic and looking to spend his days enjoying himself. Between his short stature and positive outlook, people tend to find him childish or naïve, and at times Sark will make the most of this misunderstanding. His focus on enjoying life can lead to him shirking duties or avoiding overly political events as he wants to dwell on the positive events, rather than on the negative events that characterised his early days in the Elder Tales universe. As someone in his late teens, he is confident now of both his skills, and total understanding of the universe. He is slow to change his opinions, but when he is convinced to change, he tries to learn from the event and why he held the wrong opinion for so long. He has a private worry that should things around him become too serious, he will once again lose himself to fear & anxiety. Sark is quick to make friends, from his point of view. Which is to say that Sark will decide that another person is his friend, and start treating them that way. Others often find themselves considering him a friend before too long too. [attr="class","infotitle"]History [attr="class","infobox"] Sark has trouble thinking of his past. He has been "Sark" for such a long time, it is hard to remember his previous life as Kale Atkins, a mediocre High School student. Kale was born in the small town of Walton, Northern England, into a family already bursting with 3 older brothers. He was the family's final child, and was coddled a little. He spent a lot of his time going to school with his mother, who would take him on walks into the English moors. There they would watch the hunters with rifle, dog or falcon for hours on end. His family thought it was important that Kale understand the 'circle of life,' and just how food was put onto his plate. When he was taught that the cow goes "moo" he was also taught that the cow becomes beef. In some ways, this instilled a fear of death into Kale early. If there was such a frequent turnover of life - in animals & in plants - then how long until he became something's dinner? When his parents heard this fear, they soothed him quickly and toned down their lessons, but the concept of his own mortality has been introduced to him. Kale entered primary school, and instantly loved it. He was always social and energetic, and thrived off the energy and enthusiasm from other people. He was friendly, and other people picked up on it and reflected it back to him. As he progressed through school and the free-time diminished while the workload increased, his enthusiasm for school waned. He lived for the lunch breaks and after school activities where he could chat & play instead of learn. He enrolled in a number of after school activities like Karate, Boy Scouts and football (soccer) and was frequently scolded for talking during lessons. When Kale graduated primary school, he was forced to move to the local highschool, which was some distance away. Prior to this Kale had always walked to and from school, and quickly learned that taking the bus to school was horrible. Not because it was slow, and smelly, but because everyone in the bus was antisocial. The patrons were busy officeworkers or labourers back from nightshift, and none of them wanted to talk to a 13 year old boy who was enthused about some TV show or videogame. At his new school he found the city children less social, and slowly Kale's enthusiasm and extrovert tendencies moved from the real world to the online world. His after school activities disappeared as he devoted himself to online MMOs. Across the next few years he traveled relentless from one system to another, becoming social, capping the game, then moving on again. Guilds were formed and disbanded, friends won and lost. That was when he found Event Log. It was a game like so many others, but its half-Gaia project had him hooked. He actively participated on forum discussions and joined a guild to better discuss and explore. When he learned of the new Great Britain server, he was quick to put his name down to join. He joined, and the Apocalypse happened. His carefree student life, now in his senior year, disappeared. All of his studies, gone. Irrelevant. Instead there was Event Log & only that. His fear of death, of passing, overwhelmed him. Stories of people resurrecting at the Cathedral did little to sooth his irrational fears. It took him months to recuperate, and it only now in August 2020 that he has returned to his old roots as a generous, excited boy who wants to try out the "acrobatic heavy weapon user" idea he had so long ago. [attr="class","infotitle"]Extra [attr="class","infobox"] Sark was made with imbalanced stats; he has the highest possible strength for his level, quite high agility, and low natural constitution. His weakened constitution is in part combatted by his class’s naturally high HP pool. This was done to try to make the most of the samurai’s chain system; Sark bodily throws himself into combat, using his grip on the long handle as the fulcrum between the two weights (blade & body). This acrobatic style of combat is yet to be tested in live combat, but he has spent some time trying practising in empty rooms to get the basics down packed. |
[attr="class","bigheader]Skills [attr="class","columnheader"]. [attr="class","columnheader"]. [attr="class","columnheader"]. [attr="class","column"] Denkosekka (Lightspeed) (Tier 1) Chain 1. Starts or resets the current Chain. The activation of Denkosekka covers the samurai in a electrifying aura, raising the user's movement speed. This aura is also used as a makeshift barrier that can absorb some damage from a single hit before dissipating. However, the samurai must be sure not to stray too far from their party while this ace move is active, lest they risk collapsing the party formation. This skill has a duration of 15 seconds and a cooldown of 45 seconds. [attr="class","column"] Ace Move: Shunsen (Flashwave) (Tier 1) Chain 2. Usable after Chain 1 skills. Shunsen is a quick and sudden horizontal slash that cuts the air and forms a cutting wave vacuum which deals additional damage. Unlike Izunagiri, this pressure field is stationary and essentially serves as a deterrent to opponents' melee attacks for the duration of the technique. This technique has a fan-shaped area of effect, making it an excellent technique to dispatch enemies standing in close proximity. This skill's attribute is wind, has an animation time of 2 seconds and a cooldown of 20 seconds. [attr="class","column"] Ace Move: Tsurugi Bunshin (Blade Mirage) (Tier 1) Chain 3. Usable after Chain 2 skills. The user channels their mana in order to create a trailing afterimage that follows their every movement for 10 seconds. Every time the user performs an attack, the afterimage causes the attacking animation to persist about an extra second after the attack was launched. In the case of a ranged attack from a bow, an afterimage will trail behind the first arrow and cause two arrows to apparently be shot. Because of this effect, a target is not only hit once by a basic attack, but twice. As such, performing this Ace move prevents the user from using any other skills until the effect has worn off. This skill has a cooldown of 1 minute. [attr="class","column"] Ace Move: Zantetsuken (Steel-Cutting Blade) Tier I Skill. Chain 1. Starts or resets the current Chain. A Samurai technique that's well-known not for its offensive abilities, but its utility purposes. This skill causes the Samurai's weapon to flash a bright red color as they slash a target. If this target is a living creature or monster, it deals pitifully single-digit damage. However, inanimate objects such as doors and walls will take heavy damage from the blow, and the terrain can be cut up by this technique. Use this skill when you need to cut yourself an alternate route. Its low cooldown makes it more of the more practical skills to take for Samurai who don't care much for combat. This skill has an animation time of 1 seconds and a cooldown of 5 seconds. [attr="class","column"] Spear Break Tier I Skill An attack dealt by thrusting forward a 2-handed weapon. The momentum of the attack is focused upon shoving the target, so this skill deals little damage but boasts a good amount of knockback potential. Use it strategically to knock an opponent down a large drop to deal fall damage. This skill has an animation time of 2.5 seconds and a cooldown of 7 seconds. [attr="class","column"] Magic Light The user summons a bright ball of light. This spell has no real offensive properties and is mostly just used for illuminating a dark area. One particularly characteristic about the Magic Light is its face, which changes expression in a way mimicking its owner. It's often voted consistently near the top of annual Elder Tale "Which of these summons would make a good plushie for Elder Tale to sell as merchandise" polls. It comes in three forms - a spherical orb, a ball of flame, and a bundle of small firefly-like lights. This skill has a casting time of 2 seconds and a duration of 2 minutes for Mage classes. For any other class, the duration of this skill is dropped to 30 seconds. There is no cooldown for this skill, but it cannot be conjured again for 10 seconds after it has worn off or manually canceled. [attr="class","column"] Ace Move: Izuna-giri (Vacuum Slash) Chain 2. Usable after Chain 1 skills. Izunagiri is performed using a overhead slash, creating a vacuum air blade to be shot directly forward and strike enemies. The concept is also available toward bow use as well, engulfing the arrows in a wind current that allows for additional piercing damage. This attack is notably one of the few Samurai skills that can strike from long range for melee fighters. This skill's attribute is wind, has an animation time of 2 seconds, and a cooldown of 10 seconds. [attr="class","column"] Ace Move: Seinaru Shinken (Divinity Slash) Tier I Skill. Chain 3. Usable after Chain 2 skills. The user's mana swirls around their weapon as they lift it upward in preparation for an overhead strike. With an animation time of 3 seconds, the use of this skill is very distinctive and will throw most opponents into caution. However, after the animation is concluded, the weapon is slammed down at the ground, releasing a massive golden energy cutting wave forward, with a maximum range of three meters. This attack is concentrated in a minimal area, delivering massive damage to anyone foolish enough not to prepare for the attack. While inflexible, it is easily one of the most impressive Samurai techniques and is often used for dispatching of tanky enemies. This skill has a cooldown of 1 minute. [attr="class","column"] Bushido: Iaido (Art of the Draw) Passive. Samurai have a honed and disciplined mind. Their visualization and training enable their first strike when their katana is drawn from the sheath to deal additional damage and threat. A Samurai is granted a free Iaido strike before performing a Chain 1 ability or after completing a Chain 3 or higher ability. This skill can only activate once per chain. This strike does not break the chain, allowing the Samurai to perform a skill in the same turn. [attr="class","column"] Ace Move: Go no Sen (Early Bird, Night Owl) Chain 1. Starts or resets the current Chain. Does nothing if the opponent targeted the player with a magic attack. This ace move follows after the basic concept of Parry, except that it is used in an aggressive manner to build up momentum. The user predicts an oncoming attack and counters it by striking the opponent's weapon with their weapon and then pushing onward into an attack of their own. Gonosen is typically performed with a melee weapon, but its concept can also be used to deflect an opponent's arrow by shooting it off-course. To deflect ranged attacks in this manner, the Samurai must obviously be equipped with a bow. This skill has an animation time of 1 second and a cooldown of 10 seconds. [attr="class","column"] Ace Move: Bushi Chousen (Samurai's Challenge) Chain 1. When used, resets any current Chain to 0. If an opponent performed an attack on you between this turn and your next turn, raise your Chain by 1. A move often used to start the battle. The Samurai issues a valiant taunt toward all enemies in the immediate area, challenging them to take up arms in a grand duel of honor. The animation of this skill is somewhat flashy and when it was a game, there were even videos of fandubs speculating what the samurai might have said. Needless to say, it carries on in this game too. This skill generates a high amount of aggro when used early on in a fight, an amount which decreases gradually over time. This skill has an animation time of 2 seconds and a cooldown of 10 seconds. [attr="class","column"] Ace Move: Torifune (Airship) Chain X. Usable at any time, copies the Chain number of the previous Ace Move for the duration of the turn. A Samurai skill that causes the Samurai's feet to float a few inches in the air. This allows for excellent mobility when fighting in rough terrain like gravel or sand and reducing the Samurai's risk of tripping over obstacles. It can even be used to walk along the surface of shallow water for about five seconds. The Samurai may alternately target a teammate with this skill, but it will cause any existing chain to break. This skill has a casting time of 3 seconds, a cooldown of 20 seconds, and a duration of 10 seconds. |
[attr="class","bigheader]Subclass Skills [attr="class","columnheader"]. [attr="class","columnheader"]. [attr="class","columnheader"]. [attr="class","column"] Needlework Due to the dexterity from which they perform their tasks, tailors are able to make up for any compromises in their ability. Any dexterity debuffs to a tailor can be recovered from twice as quickly. [attr="class","column"]Emergency Suture 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. [attr="class","column"]Runway Model: 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 no cooldown. Reusing this skill causes the duration to reset. [attr="class","column"]Straw to Gold: Particularly experienced crafters acquire the ability to customize a clothing's appearance more effectively, making the clothing look a bit more impressive than it normally is. When the Tailor performs a craft in any craft thread (cannot be a speed craft), the Artisan may apply this skill as a bonus to increase the level of the item by 3. This skill may boost an item's level past their own crafting level. No item can be boosted past Level 90 by this effect. Additionally, 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. [attr="class","column"] High Jump Passive. One of the most basic tricks of the Acrobat's specialty is their ability to jump greater heights than any average person. The Acrobat's maximum jumping height is doubled. While this skill might seem otherwise mundane, it can allow one to reach places that would be difficult for many others. |
[attr="class","bigheader]INVENTORY [attr="class","columnheader"]Equipment [attr="class","columnheader"]Consumables & Ammunition [attr="class","columnheader"]Misc. [attr="class","column"] Basic Greatsword [attr="class","column"] Basic Leather Armour [attr="class","column"] Star Candy Gummyhorse: Lv40 mount whistle. A whistle that calls forth a living jelly horse to follow and escort its caller for an hour. After the hour is up, it will desummon and cannot be summoned again until the next midnight. Certain subclasses such as Animal Trainers, Farmers, and Cavaliers may be able to have the mount persist indefinitely through their respective abilities. [attr="class","column"] Greater Mana Potion: Level 50. A recipe by Capsule. An upgraded version of the lesser mana potion, that restores 1250 MP. Its base level is level thirty, making it unavailable for crafting for those below this level. It also requires that the Pharmacist have knowledge of the lesser mana potion. Therapeutic Index applied. [attr="class","column"] Anti-Blindness Vapor: Level 30. A recipe by Pharmacist Capsule. A potion derived from an herb that restores vision to a victim effected by the blind debuff. It is stored within an ampoule for easier access and usage, and is released as a vapor when the capsule is shattered. Its effectiveness depends on the average level of the materials used to make it. [attr="class","column"] Anti-Poison Poultice: A recipe by Capsule. 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. [attr="class","column"] Anti-Stun Tablets: Level 30. 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. [attr="class","column"] Potion of Sleeping: Level 30. Based on Pharmacist Capsule's recipe. 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 depends on the average level of the materials used to make it, with monsters whose level is higher and sleep-resistant monsters suffering noticeably fewer effects. [attr="class","column"] 2 x Potion of Water Breathing: Level 50. 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. [attr="class","column"] 5 x Medicinal Formula : Level 50. A basic healing potion that restores about 1250HP. 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. Therapeutic Index applied. [attr="class","column"] Anti-Burn Cream: Level 30. Based on Pharmacist Capsule's recipe. 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. Its potency depends on the average level of the materials used to make it. Therapeutic Index applied. [attr="class","column"] Miasma-Cleansing Spray: Level 30. 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 6.25. It also deals minor damage to monsters of the Miasma element. Therapeutic Index applied. [attr="class","column"] Anti-Stun Tablets: Level 30. 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. Therapeutic Index applied. [attr="class","column"] 2 x Repel Essence: Level 50. An orange liquid suspension that appears as a murky mist once unbottled. Pouring it over a target's body causes the mist to attract itself to the body, making the target appear as though they were emitting this mist. Nevertheless, the presence of this mist is repulsive to most predators, keeping them from attacking. For the next three posts after use, monsters of the Aggressive and Predatory nature become Wary toward the target. If a monster's level is higher than the item level of the used potion, it is not affected. Therapeutic Index applied. [attr="class","column"] 2 x Potion of Nighteye: Level 50. Researched by Pharmacist Icyferno. 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. Therapeutic Index applied. [attr="class","column"] 2 x Smoke Grenade: Level 50. A flask containing powder derived from plants which can produce smoke spontaneously when ignited. The neck of the flask contains powder derived from a herb which burns slowly when it comes into contact with mana, which can be released through the flask. This gives the user a maximum of three seconds to prepare before the flask explodes and releases a large torrent of smoke. Therapeutic Index applied. [attr="class","column"] Potion of Luck, Minor: Level 50. A basic potion which increases the chances of landing a critical hit for a short period of time. It has a toxicity rating of 0. The duration and strength depends on the level of the materials use to make it. Therapeutic Index applied. [attr="class","column"] Strength Booster: Level 50. A recipe by Icyferno. A potion which temporarily increases [Strength], 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 boost in stats is equal to that of a number between 1.25 and 6.25 Levels higher than what the user's current level is, capping at Level 100. Item Level determines the level increase, in that Item level 1-22 will increase by 1, 23-54 will increase by 2, 55-70 will increase by 3, 71-99 will increase by 4, and 100 will increase by 5. 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. [attr="class","column"] 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. |
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