Post by Hirosame on Dec 16, 2013 0:55:57 GMT
[attr="class","ws"] [attr="class","h"]HIROSAME [attr="class","fc"] [attr="class","bi"]REAL NAME: Hirosame Alexander Blackbourne [attr="class","bi2"]REAL GENDER: Male [attr="class","bi2"]GENDER: Male [attr="class","bi2"]AGE: 18 [attr="class","bi2"]SEXUALITY: Heterosexual [attr="class","bi2"]FACE-CLAIM: hirosame, MABINOGI (original) [attr="class","bi2"]PLAYED BY: Hirosame [attr="class","h2"]Appearance [attr="class","b"]Hiro's long, auburn hair has a rather wild look to it, and it's never really well tended-to. He lets it flow, as he does, letting it flow to the base of his neck in the back, and slightly covering his eyes in the front. His in-game appearance doesn't differ greatly from his real life looks. The only difference he's got with his real life self is his seemingly-shining emerald eyes. His mouth is normal-looking, with teeth in perfect alignment, as is regulated by the video game. He dislikes facial hair, so his face is rather clean-shaven. His ears are mostly covered from his hair, but there's enough showing to know that he doesn't have any facial piercings. Hiro's body is rather slim, for a would-be tank. Being a man of evasion and quick hitting, he always preferred to be agile and streamline, where he could. This would make Monk the perfect class for him, as he needed to be quick yet strong to be an ample tank in this class. His arms aren't specifically muscular, or even have much fat on them. He's about six foot tall, making him a little taller, which makes up for his less-than-muscular body. His height is mostly from his long legs, while his arm span is a bit longer than usual as well. As a Monk, he looked suited for the job. Muscles or no, his body was ready for the task. [attr="class","h3"]Personality [attr="class","b"]Rather happy-go-lucky in nature, Hiro enjoys to be positive. He isn't one to get mad often, being calm and relaxed in most situations, even in a fight. Relaxed, for him, however, was rather energetic for being in a state of relaxation. His can-do attitude and positive outlook on life makes him a very happy person, and he hopes that that kind of thing resonates out to others. He can sometimes been seen as a leader, always trying to give his allies a little boost of encouragement. No one asks him to; it's just something that he does. Whether it's on purpose or not is beyond even him. On the flip side, he can certainly be aggressive when he needs to be. This is displayed by his recklessness in a fight, always being the first to throw himself into a conflict. He tries to end personal conflicts before they get too bad, so there won't be much to way him down in the long-run. When he gets into a serious fighting mode, he seems to lose his happiness, and becomes a bit of a prick. He'll tell others to be quiet, or silence people by force if found to be a danger to the team. He likes to take charge, whether others want him to or not. This is the way he is, and this is the way he'll stay. [attr="class","h3"]History [attr="class","b"]Hiro wasn't a novice when it came to MMORPG's, as he had spent a very long time on just one game, not really deviating from it. The game from which he originated was Mabinogi, where he got his current look in Elder Tale. Starting a whole new life in a whole new world was something magical to him, and he fell in love with the idea immediately. After having spent a long time on the game, he'd made many good friends, and joined a guild or two in his time there. He'd made a few friends, and had even created a guild to encompass his friends on the game. Not having many friends outside of the video game, he liked to keep to himself, or with his online friends. His parents could never fully understand his obsession with video games, or the internet in general. Despite this, a question is aroused surrounding him having British parents, although he is a naturally-born Japanese child. The reason behind this is because of the connection between his current parents, and his birth parents. Hiro's birth mother and current mother were the greatest of friends back when they were younger, from highschool through college. However, Hiro's birth mother had to return to Japan, for family reasons. While there was a large divide between the two friends, they still kept in close connection with one another, sending letters back and forth for quite some time. Hiro's parents weren't in the best financial situation, putting a solid financial difference between the two families. One day, Hiro's mother invited the other family over, so they can reunite and talk as they once had. He was far too young to remember any of it, being an infant at the time. However, his life had changed dramatically from that point on, as soon as the English family stepped through the door. Hiro's parents were out to get some groceries, and had hired a sitter to watch over him while he was gone. They made sure to get a sitter who understood English, so the arriving family wouldn't be totally lost if they got there when the family wasn't home. Hiro was sleeping in his cradle, when police showed up at the door, and began questioning the sitter of the whereabouts of Hiro's birth parents. After explaining that they knew nothing, the sitter asked why they needed the information. Hiro's parents had robbed a nearby bank, and were presently on the run. It looked like they had hoped to get away, letting someone else take the blame, and their child. Without much left to do, the rich English family brought Hiro back with them, to Bristol. It was an entirely different world for him now, being a fish out of water, so to speak. Hiro had gotten a lot of flak for being a Japanese child in school, so much so that even the teachers would base stereotypes off of him. Despite this, he still managed to make a few friends throughout most of his schooling. His hyperactive and playful nature made him seem as though he were an active leader, always taking charge of things. There was one event where he and a group of friends decided to leave class for a little while, to grab some food in the cafeteria, because they were hungry. Upon returning, Hiro and his friends had been caught, but Hiro insisted that he was the one to orchestrate the entire movement. His parents weren't at all pleased about the notion, but his friends regarded him greatly, and thanked him for taking the fall. While having friends is nice, it was also good for him to keep good relationships with his family. Upon being adopted by the Blackbourne's, the family seemed a bit distant from him. Eventually, though, they learned to accept him as one of their own. His parents seemed to take very well to him, as he grew up in their rich estate. He was always humble, and thanked everyone for everything that they had been doing for him, even when it wasn't necessary. However, his sister, Evan, seemed to have a different opinion on this. Hiro had always gotten a slightly cold feeling from her, giving him the impression that maybe he wasn't really wanted all that much in this family. He wanted to do something about it, throughout his schooling life. He couldn't figure out what to do, though. Upon reaching highschool, he had developed an interest in the internet, and had begun playing a few MMORPG's, like Mabinogi. The idea of being able to immerse himself in a fantasy world seemed unreal to him at the start, and that only made it more entertaining for him. He loved being able to run around as a fantasy version of himself, making new friends, and living in a world that wasn't real. He had made a decent number of friends in that game alone, causing him to form a guild in that world with said friends. Midori, another player of Elder Tale, was one of those friends, with whom he had a strong friendship with. She never really seemed like she'd talk all that much, he figured, but enjoyed hanging around with her and the others in their guild. Time passed on, and Hiro's real-life friends seemed to disappear slowly. He wasn't really keeping that many tabs on them as time went by, putting himself further into the world of the internet. Eventually, he had begun to play games like League of Legends, making even more friends. He had lost much interest in things aside from schooling, family, or the friends he has made on the internet. Upon beginning this game, he left Mabinogi for a while, in order to get better at this game. He'd come back for a few days at a time, to check up on the guild, then take a break from that for more of other games. This took him up to his graduation from Highschool, and he had begun looking at colleges nearby. He had thought that he'd probably go to the one his sister was currently attending, due to its close proximity. One day, he had gotten onto Mabinogi and talked with Midori for a while, and eventually the word was spread, from her to him, about Elder Tale, to which he had much interest in immediately. He spoke further with Midori on the subject, and thought of extending the invite to all of the guild, and other people on League. He soon realized that he could probably try and create the long-needed bridge between himself and his sister, Evan, with this game. He went to her, and offered the idea to her, hoping that she would play along with him. He needed to finally form the bond between them, and he hoped that she would accept. She ultimately turned him down, which he felt rather bad about. He sighed, and went back to his room. Finally, the time had come to begin his next new life in this new video game. With the game being installed, and completely up-to-date, he logged in and created his character. He hit the play button, and launched himself into the world of Elder Tale. But, then the Catastrophe happened. He found himself stuck in this virtual world, and at first, he didn't know how to think of it. He had no idea what to do, say, or even believe. Maybe they weren't stuck in this world after all, and it was just a really good graphic action. He dispelled this thought soon after, thinking that no one else probably thought this. He needed to adapt to this world, if he were to survive. He hoped that his friends weren't in this exact same mess, but he was glad that no one else he knew was stuck here... Right? [attr="class","h3"]Extra [attr="class","b"]Nothing else to report, Cap'n. Kiraboshi! |
[attr="class","ws"] [attr="class","h"]statistics and inventory [attr="class","fc"] [attr="class","bi3"]RACE: Human [attr="class","bi4"]CLASS: Monk [attr="class","bi4"]SUBCLASS: Idol [attr="class","bi5"]CRAFTING CLASS: Blacksmith [attr="class","h4"]Stats (DO NOT EDIT THIS SECTION) [attr="class","b3"] [attr="class","lt"] [attr="class","lt1"]character level [attr="class","lt12"]001 [attr="class","lt2"]subclass level [attr="class","lt22"]001 [attr="class","lt2"]crafting level [attr="class","lt22"]001 [attr="class","hm"]HP [attr="class","hm2"]---- [attr="class","hm"]MP [attr="class","hm2"]---- [attr="class","st2"]Strength [attr="class","st22"]--- [attr="class","st12"]+00 [attr="class","st2"]Dexterity [attr="class","st22"]--- [attr="class","st22"]+00 [attr="class","st2"]Agility [attr="class","st22"]--- [attr="class","st22"]+00 [attr="class","st2"]Intelligence [attr="class","st22"]--- [attr="class","st22"]+00 [attr="class","st2"]Wisdom [attr="class","st22"]--- [attr="class","st22"]+00 [attr="class","rt"] [attr="class","h3"]Skills [attr="class","b2"] [attr="class","skill"]Tiger Echo: The user punches the ground, unleashing a powerful shockwave that damages nearby enemies and sends them flying. [attr="class","skill"]Aura Dragon Punch: A skill that is performed by cupping the hands together and then thrusting them forward at the opponent. This generates a densely-concentrated ball of mana which is then thrown forward and deals physical damage to whatever it hits. While this skill can be used in rapid succession, it drains 10% of the user's maximum MP every time. [attr="class","skill"]Wyvern Kick: The user takes to the sky by performing a high jump, then kicking down toward a target. Often, the monk will then perform another jump to maintain the height advantage. This skill is particularly taken by monks for its vaulting properties. [attr="class","skill"]Bullet Punch: The user enters a frenzy by launching multiple punches after another, each punch launched at a faster than usual rate without losing very much momentum from a regular punch. The only disadvantage is that the user's arms are locked into performing this punching animation for two seconds straight, preventing them from doing anything else until the animation has completed. [attr="class","skill"]Beatdown: A toggle-activated monk ability that grants the monk a gradual increase in damage and attack speed for every opponent they defeat. This skill utilizes a combo system, where after about a minute if the user had not gotten another kill, the effect is canceled. [attr="class","skill"]Iron Body: The monk flexes their body, causing their skin to transform into an iron-like color for the duration of the skill. It provides additional offensive and defensive power at the slight cost of agility. As long as it is maintained, the monk's MP is gradually reduced. [attr="class","skill"]Zoom Attack: Usually called Zoom Punch or Zoom Kick by players who use it in the respective way, the Monk launches a punch or kick at the target as their limb extends for an additional meter forward for a few moments. The suddenly extended range of attack catches most melee opponents off guard. This skill has a cooldown time of five seconds, making it a viable fighting style for unconventional Monks who want to fulfill a mid-ranged role. It's said that a Monk named Dhalsim on the India Server popularized this skill by suggesting a build based on being able to use it with greatly decreased cooldown. This skill has an animation time of 0.5 seconds and a cooldown of 6 seconds. [attr="class","skill"]Iron Rhino Stance: One of the toggle-activated Monk stances. The Iron Rhino Stance causes a semi-transparent projection of a rhino's head to be superimposed on the player's upper body. While in this defensive stance, the user's evasion rate greatly decreases while their defensive ability increases. It's often combined with Iron Body to turn the normally agile class into a slightly capable tank. [attr="class","skill"]Somersault Kick: The user performs a somersault with an outstretched leg, aiming to kick the monster in a preemptive strike while gathering some momentum. This move can be also be used in mid-air in order to propel the user with a slight upward momentum, allowing them to gain about another second of air time. This skill has an animation time of 0.5 seconds and a cooldown of 5 seconds. [attr="class","skill"]Suplex: The user grabs hold of their target and leaps into the air. During the grapple the user spins horizontally then the victim is flung over the shoulder and slammed into the ground. This skill does more damage the longer the user holds on, but at greater risk. This skill has a maximum animation time of 3 seconds and a cooldown of 20 seconds. [attr="class","skill"]Ambidexterity: Tier I Skill The mechanics of Elder Tale lightly discourage dual-wielding due to the reduced accuracy and proficiency with such a combat style. However, it remains a quite popular strategy among those who willingly sacrifice stability and defense for a little boost in DPS. It is such that Swashbucklers are primarily the class type that specializes in dual-wielding and thus has the most compatible skills for this purpose. The Ambidexterity skill passively lifts the dual-wielding penalty from equipping two one-handed weapons or two shields. This skill does nothing for a Swashbuckler, since they already possess a beginner skill which does the same purpose. [attr="class","skill"]Quick Swap: Tier I Skill A skill that facilitates the quick switching of equipment from the user's equipment to their inventory. While many characters use quick slots in order to swap out their weapons, this requires a manual action. The use of Quick Swap does this exchange automatically. This switching can only be done with two equipment sets at a time, both of which are registered prior to the start of battle. When Quick Swap is used, the current equipment set will be swapped out to the other set designated by the skill. Due to the nature of this skill, it is best used by characters of the Weapon Specialist classes. This skill has an animation time of 1 second. Its cooldown if used by a Weapon Specialist class is 10 seconds which increases to 20 seconds if used by any other class. [attr="class","skill"]Incarnated Assault: Tier II skill; Mana surges around the user in a golden aura as their body leaves behind spirit-like doppelgangers. The user then launches a series of punches forward and the doppelgangers follow suit, bashing at the target from other angles. A target struck by this attack is thoroughly pummeled as though they were being beat up on all sides. This skill uses 10% of the user's maximum MP per use. The damage from this skill is treated to be 2x effective rather than 1.5x effective against physical-weak targets. This skill has an animation time of 2.5 seconds and a cooldown of 20 seconds. [attr="class","skill"]Acupressure - Tier II Skill Particularly experienced martial artists know that striking an opponent at particular pressure points will result in a greater amount of damage to the foe. Acupressure is a toggle skill that enhances the user's vision to reveal an interface overlaid upon the target's body. Striking at these points will result in various effects depending upon the spot targeted. Striking the core and vital regions result in a greater chance of a critical hit, while attacking points on the arms and legs will induce minor stuns on the limb in question. This stun effect typically results in reduced movement and attack speed. There is a minor MP drain to upkeep this skill. [attr="class","skill"]Battering Ram: - Tier II Skill The Monk's localized version of the Samurai's Zantetsuken skill, only balanced to provide better combat uses. Battering Ram attempts to slam a target with a punch of high momentum. Inanimate objects such as walls and doors take heavy damage from contact with this attack, while opponents' weapons and armor suffer damage and defense debuffs if used to guard against this attack. Direct contact with an opponent, however, deals only a medium amount of damage akin to what one would expect from a strong punch. But maybe you can deal psychological damage to people with this attack. Breaking a table in half with a single punch will make enemies think twice about arguing with you. The animation time of the skill is 0.5 seconds and its cooldown is 6 seconds. [attr="class","skill"]Magnet Grip - Tier II Skill The Monk points an outstretched open palm outward and channels mana toward a single point. This ability causes the Monk's body to quickly move over toward the point like a magnet, even if the Monk is currently in mid-air. This skill works well as a utility technique to allow the Monk to recover from a high drop by quickly grabbing onto the side of a wall. It can also be used in combat by attracting a smaller object into the Monk's hand or by concentrating the skill on a retreating opponent so that their movement speed when escaping is reduced. As long as Magnet Grip is active, the Monk's MP is reduced by a small amount every few seconds. [attr="class","skill"]Release Chakra - Tier II Skill As popularized by the techniques of acupressure, much as there are pressure points that causes negative effects or just outright hurt a lot if struck, other pressure points can induce relaxation or enhanced physiological effects. This skill is the opposite of the offensive Acupressure skill in that it is usually used on an ally. An interface appears over the body of the ally, with small points appearing. Striking these points can result in increased attack damage, attack speed, or movement speed. The more points are struck, the more potent the effects. Although even if all points are struck, the maximum benefit of this skill is probably a 10% increase. These minor buffs last for roughly five minutes before wearing off. Keep in mind that using this skill on a target will deal damage, albeit extremely minor, to the target, so it's probably not a good idea to use it on someone whose HP is very low. [attr="class","skill"]Eye of the Tiger: Tier II skill A skill with a namesake representative of the level of concentration that the Monk undergoes. The Monk's pain tolerance is increased, allowing them to shrug off attacks that would otherwise cause them to flinch or stagger. Additionally, the Monk's movement speed is increased by 25% within under the effects of this skill. The activation of Eye of the Tiger causes the Monk's eyes to glow with an orange-red light which starts to flicker when the skill is about to wear off. This skill has a duration of 20 seconds which increases to 30 seconds when the Monk becomes Level 60. This skill has a cooldown of 1 minute. [attr="class","skill"]Amazonian Tornado Tier II skill The combat arts of capoeira are known for its agile acrobatics and specialty of feints and kicks. This skill was developed on the South American server where the Monk class was localized to the Capoeirista class. The Monk begins by performing a cartwheel and then transitions into a twisting kick with the lower shin. This attack is an aú batido, one of the standard techniques of the martial arts style, and is a required pose to assume before continuing with the skill. What makes this technique different from a standard technique performable by any practitioner, however, is the second part of the skill. By exerting additional pressure at the foot during the twist kick, the entire body will then rapidly spin in midair and deal a momentum-driven tornado kick. The agile nature of this skill, along with its low cooldown, makes it a great way to keep your foes at a distance. This skill has an animation time of 0.5 seconds and a cooldown of 5 seconds. [attr="class","skill"]Dragon Rising Uppercut: Tier II Skill To initiate this skill, mana starts to diffuse into the surrounding atmosphere for two seconds. Then, the user performs an uppercut and jumps three meters into the air. At this moment, mana surges from the user's body and diffuses into the force of the uppercut, causing opponents struck by the attack to be blasted away from the impact. Dragon Rising Uppercut reduces the physical resistance of the target by 1 stage (Physical resistant becomes physical neutral, physical neutral becomes physical weak, etc). This skill uses 10% of the user's maximum MP per use. This skill has an animation time of 1 second and a cooldown of 20 seconds. [attr="class","skill"]Heated Combat: Tier II Skill A Monk's toggle skill that behaves similarly to the Beatdown skill in that its effects become more pronounced with repeated combos. However, rather than accumulate power through enemy kills, Heated Combat is a skill that gains power through individual attack combos. As long as the Monk keeps striking the enemy with blows and does not get interrupted for more than half a second, their punches and kicks will gradually increase in damage. The aesthetic effect of this skill is that the skin around the fist or foot becomes hot to the touch, but this skill does not actually deal fire elemental damage. [attr="class","skill"]Weaponmaster: Tier II Skill A skill for one who has dedicated a fair amount of time and effort into using a variety of weapons and armor in combat. This skill may be used once during a thread at any time; the user may then choose up to five "Equipment Mastery" skills and learn them for the duration of the thread. If the user chooses skills in which they are already proficient in its respective equipment, nothing happens. [attr="class","skill"]Rafting Taunt: Tier I Skill The user poses aggressively and baits enemies' attention. For a few seconds, all enemies within the surrounding area can only select the monk as a combat target. This is often used as a means of managing consistent aggro control. This skill has an animation time of 2 seconds and a cooldown of 10 seconds. [attr="class","skill"]Fist of Boreas: Tier III Skill The Monk infuses a great deal of mana into their palm and clenches their fist, causing it to glow white and lower the temperature of the surrounding atmosphere by a few degrees. This skill can be charged for up to 5 additional seconds, each second increasing the damage of this skill by 20%. Afterward, the Monk will punch forward and release a projectile of densely concentrated cold air at the opponent. This skill is considered a wind-type attack that deals blunt physical damage. Enemies which are not resistant to the ice element will be frozen and cannot perform any actions for 5 seconds. This duration doubles if the enemy is weak to the ice element. This skill has a base animation time of 2 seconds, a maximum range of 5 meters, and a cooldown of 30 seconds. [attr="class","skill"]Stunt Double: Tier III Skill Ever watch an action movie and wonder how the main character can fall several stories off a building and remain perfectly fine? Now you're the star! This skill summons a clapperboard above the Monk's head that clicks down, followed by the appearance of text saying the word "Action!" in a comic book styled font. Afterward, it causes the Monk's body to look slightly faded in color saturation, as though they were an actor in a black and white movie. The animation of this skill is rather eccentric and widely acclaimed by Monks with a theatrical flair. For the next five seconds after activation, the Monk is immune to all physical and terrain damage. This includes melee attacks, non-magical ranged attacks, fall damage, and damage taken by field hazards. The Monk may not perform any offensive skills while this skill is in effect. Additionally, all attacks aimed toward the Monk at this time gain a knockback effect, causing the Monk to be knocked back several feet should they be hit by any attack. All skills that already possess a knockback effect have their knockback distance doubled while this skill is active. This skill has a base animation time of 3 seconds, a duration of 5 seconds, and a cooldown of 60 seconds. [attr="class","skill"]Hellfire Drive: Tier III Skill. A secret art taught in the village of the Moon Dance Forest. To use it to its full potential, it's said that one should train under the guidance of the villagers. Imitating the sun goddess' final move, a Monk can toggle this skill. When activated, the Monk turns into a burning representation of themselves, in red, white, and yellow flames. Their speed is vastly increased by up to 50%, and each attack or skill that involves physical contact deals added minor Light and Fire damage. This skill has a constant mana upkeep cost, and has a transformation animation of 2 seconds. Due to fatigue, the speed boost is greatest at the beginning and dies down roughly 2% per second until it is basically negligible after 25 seconds. After it is canceled, the skill goes into cooldown for 45 seconds. [attr="class","skill"]Orion Delayed Blow: Tier III Skill. The Monk activates this skill, causing their fists to flash a red color for 10 seconds. Upon striking the target with a normal physical attack, the Monk leaves a circular mark on the target's body but inflicts no damage. The size of the mark depends on whether the attack successfully hit the target and if the target managed to block against the attack. Each blow costs a small amount of MP to use. After the target has been marked by Orion Delayed Blow at least once, the Monk can activate the second step of this skill. By pounding the fists together, all the blows that were landed upon the target immediately activate, dealing an equivalent amount of damage as though they had damaged the opponent originally. The benefits to having this delayed damage is simple - for instance, a boxer can sustain multiple blows to the face throughout the course of a match. However, if it just so happened that every single blow should occur in the same instance, the attack would seem all the more powerful. This provides difficulty to enemy Clerics, as they are unable to heal the target until after this skill has resolved. Orion Delayed Blow has a casting time of 2 seconds and a cooldown of 30 seconds. The user may chain a number of blows equal to their Monk level divided by 10. [attr="class","skill"]Warp Fang: Tier III Skill. The Monk performs a roundhouse kick, causing a yellow crescent-shaped projectile to fly off toward the target, dealing physical damage. At the same time, the Monk will teleport a few meters above the target and swoop down to deliver a powerful dropkick. This skill can be used as an effective way to close in on an enemy when simply running toward the enemy is out of the question. It can also be used as an effective combo to disorient an opponent. This skill has an animation time of 1 second to fire the projectile and an animation time of 1.5 seconds for the teleport kick. This skill has a cooldown of 30 seconds. [attr="class","skill"]Buddhist PalmTier III Skill. From a high position, the Monk crashes down onto the ground, striking it with an open fist and creatiing a shockwave that travels a distance of 5 meters. This attack is laced with spiritual energy that lowers a Miasma/Spirit/Undead monster's physical resistance by 1 stage during damage calculation. The shockwave produced by this technique travels outward to deal knockback and heavy damage to foes within its radius, while allies within the radius will receive a 10% increase to their max HP and physical attack power for the next 15 seconds. Any characters within the radius of this attack will also immediately begin recovering from Miasma Corruption as if it had been 3 post cycles since exposure. This skill's range is halved if the Monk uses it from a falling height of 3 meters or lower. This skill has an animation time of 3 seconds and a cooldown of 30 seconds. [attr="class","skill"]Megaton Impact: Tier III Skill. The Monk strikes the foe either with an uppercut, a dropkick, or a straight punch. This attack has its normal damage potential reduced slightly and the opponent will suffer a large amount of knockback. Small creatures are sent flying very far away up to 20 meters, while even a human-sized opponent can be knocked across up to 10 meters. The rate of knockback primarily depends upon the size and mass of the target. This skill has an animation time of 1.5 seconds and a cooldown of 20 seconds. The Charged Attack skill may be used along with this skill at the cost of increasing this skill's cooldown by 5 seconds. If it is used, the target suffers an additional knockback distance equal to 10% per second spent to charge. [attr="class","skill"]Herculean Grip: Tier II Skill Toggle skill. A technique representing the feat of amassing great physical strength to easily wield heavy weapons in one hand. Besides the possibility to greatly slow a user down, the balance required to use such weapons properly makes the combat style difficult to learn and difficult to master. The character is now able to wield a two-handed weapon as though it were a one-handed weapon. The character cannot dual-wield while under the effects of this skill. At Level 60, the user may now dual-wield as long as the other weapon wielded is a one-handed weapon or shield, at a 25% attack speed penalty. This penalty is reduced to 10% at level 90. Additionally, at Level 90, the character can dual-wield two-handed weapons, at a 25% attack speed penalty. [attr="class","skill"]Tier III Skill Slot: Placeholder. Can be occupied by a Tier I, II, or III skill. [attr="class","skill"]Tier III Skill Slot: Placeholder. Can be occupied by a Tier I, II, or III skill. [attr="class","skill"]Showtime!: The Idol raises their arm in the air and causes a spotlight to shine upon the target. This spotlight starts at 2 meters above the target's height and stretches down to cover their body within its radius. When Showtime! is in effect and used in a battle, any characters standing underneath the spotlight will have their aggro temporarily increased. Enemies that do not rely on vision to detect targets are unaffected by this skill. If it is used on a crafter in a crafting thread, the light serves as inspirational support and can be applied as a Production Bonus, increasing the final level of the craft by 1. This bonus can only be applied once per thread per character. Items cannot have their levels increased past Level 90 by this effect. If it is used in any other context, this skill can serve as a temporary light source. The spotlight is stationary and does not move, so it is fairly simple for an enemy to escape from attention. Showtime! has a casting time of 5 seconds, a maximum range of 5 meters, a duration of 30 seconds, and a cooldown time of 60 seconds. [attr="class","skill"]Confetti Bomb: Level 11 Idol Skill. The Idol generates a small sphere in their hand that can be thrown at anything or anyone. Upon impact, the Confetti Bomb will make a squeaky loud noise at the point of impact and explode into a shower of colorful streamers. No damage is dealt, but it will certainly distract a foe that did not see it coming. This skill complements the Showtime! skill fairly well on monsters that do not rely on vision, causing them to draw aggro toward the point where the bomb was thrown. What's more, the streamers become a temporary physical object after the animation, allowing a resourceful Idol to light them on fire or blow them into enemies' faces should it be used during a strong wind. Confetti Bomb has a casting time of 2 seconds and a cooldown of 10 seconds. The streamers will disappear within 60 seconds after a Confetti Bomb was thrown. [attr="class","skill"]Enthralling Performance: Level 21 Skill. No Idol is complete without their very own set of melodies to serenade their fans with! This skill allows the Idol to learn the Bard skill [Siren Solo] as a Beginner-level skill without taking up a skill slot. Three other Tier I Bard skills may be bound to this skill, allowing the Idol to use those three skills without having them take up skill slots. Upon the Idol obtaining this skill, they must designate which three skills they would like to apply for this skill. In order to change skills affected by Enthralling Performance, the Idol must submit a standard Skill Change request and designate the three skills they would like Enthralling Performance to cover. If the Idol's main class is Bard, then Siren Solo's cooldown is additionally reduced by 2 seconds after any reforge or enchant effects have been applied. Lullaby of the Mermaid in the Moonlight: Tier I Skill A support song that has a mild area of effect range. One key concept to remember is that depending on the difference between the Bard and the enemy's level, it will take some time before the target succumbs to the skill. When used, an aqua-blue ripple effect will occur and an image of a singing mermaid will appear over the head of the caster. Popular uses for this skill involve a sleep lock, a sequence in which the target is put to sleep, followed by the Bard's party members aiming their attacks all at the same time, which is then followed by a recasting of this skill to initiate a relapse. This skill has a casting time of 3 seconds, a maximum duration of 10 seconds, and a cooldown of 30 seconds. Meditation Nocturne: Tier I Skill A relaxing melody that gradually regenerates party members' MP. This restoration is moreso apparent outside of battle, but it might come of practical use in the middle of a grueling raid. When in effect, the surface of a targeted character's skin appears to glow with a light blue tint. This skill has a casting time of 4 seconds, a duration of 40 seconds, and a cooldown of 60 seconds. Scarlet Symphony: Tier I Skill The Bard plays a song as a menacing red mist starts to form around them. Then, after two seconds, the Bard's mana mixes with the aura to create blood-red blades that swirl around the Bard in a small circle of two feet in radius. Opponents struck by the skill suffer a bleeding damage over time debuff. This skill has a minimum casting time of 2 seconds. The cooldown of this skill is 15 seconds, and it applies as soon as the Bard stops playing their instrument. [attr="class","skill"] [attr="class","skill"] [attr="class","skill"] [attr="class","skill"] [attr="class","skill"] [attr="class","skill"] [attr="class","skill"] [attr="class","skill"] [attr="class","skill"] [attr="class","skill"] An experienced tailor will be able to make quick mending to clothes in the fraction of the time, although the material will definitely require a proper repair later on. Still, this skill is especially important when you need to fix up your gear during a battle or when you have an extremely vital fashion malfunction. Additionally, this skill allows a tailor to mend wounds and stop damage over time bleeding effects from skills such as Swashbuckler's Viper Raise. No damage is recovered, however. [attr="class","skill"] The Tailor's fashion sense allows them to make clothing that complements a character's gear, making it seem stronger and more impressive. When the Tailor is participating in a thread and a character is wearing Vanity Clothing crafted by the Tailor, this skill may be used to buff an item for 1 hour. The buff may target themselves. The buff causes the item level of any cloth or leather armor worn by the target to increase by an amount equal to the Vanity Clothing's level / 10. Armor affected by this skill cannot have its item level raised past Level 90 by this effect. This skill has an animation time of 5 seconds and no cooldown. Reusing this skill causes the duration to reset. [attr="class","skill"] 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","skill"]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. [attr="class","skill"]Call of Home: A skill learnable by any class. Upon use, it will teleport the character back to the character's 'home city.' This is designated by using the skill while in the city of question. It has a cooldown time of one hour per use. [attr="class","h3"]Equipment [attr="class","b2"] [attr="class","skill"]Armor:Asuran Set of Striking -- Level 68 Cloth Armor -- A set of cloth armor, created for the express purpose of being easy to wear and move in, while also providing the necessities of what a Monk needs for armor. It's made to include an added bonus to health for better continuation of fights and tanking. Monks are not meant to be tanky, aside from the amount of health that they have, and can boost their damage mitigation through skills and abilities. This black underclothing-like armor is very form-fitting, light, and malleable. On the inside of the clothing is a small Funeral Parlor insignia. Reforges: HP increase (+0.25% HP per reforge level) [attr="class","skill"]Left Hand: Description [attr="class","skill"]Right Hand: Description [attr="class","skill"]Accessory#1: Solstice Necklace - Lv8 accessory. A small guild emblem accessory attached to a necklace. It is designed after the emblem for Apocrypha's exploration division, Solstice. This emblem shows resolution in the wearer, who stands firm for their allies. It decreases the MP Cost and Upkeep of the wearer's Iron Will skill by 4%. [attr="class","skill"]Accessory#2: Monk Symbol - Lv8 accessory. An emblem to be placed on a necklace, showcasing the Monk class' symbol. The Monk is a stalwart warrior, relying only on what God has give him as a weapon: his body. It decreases the MP Cost of the wearer's Aura Dragon Punch skill by 4% (resulting in a -0.4% maximum MP cost per use). [attr="class","skill"]Accessory#3: Solstice Cloak: A light, black cloak, which is used to shelter Hiro's clothing. On the back is a large Apocrypha Solstice emblem. Represent! [attr="class","skill"]Accessory#4: Description [attr="class","h3"]Inventory [attr="class","b2"] All Hallow's Eve -- Level 20 Vanity Wear -- A dark cloak with purple fur around the edges and a hood, covering up some consistently dark clothing underneath. The piece is rather Gothic in its design, though provides ample comfort and style for the Halloween Season. Said to have been used by Vampire Hunters in games long past, and was designed to compliment the style by which they operated. Inside the cloak is a small Funeral Parlor insignia. Wintry Wolf -- Level 20 Vanity Wear -- As everybody is aware, winter always comes. This blue wolf-themed coat is thick and provides warmth year-round. Though one would mostly need it for the colder times of the year, it has its uses in both style and comfort. The hood attached to the coat has wolf ears pointing out, as was the theme of an item of the same kind back in another game. It shall prove useful, in the colder regions. Inside the coat is a small Funeral Parlor insignia. Stunning Entrance -- Level 20 Vanity Wear -- Every Idol needs a classic look, right? This one is Hiro's! A blue dress shirt, accompanied by black dress pants, that fit to his form quite well. With two dark blue belts going along the waist, the style is rather interesting, as most would agree. However, on the stage, it provides a good contrast to how he looks to separate himself from the background. The colors were made to compliment his hair and eye color, so his face would pop out, so to speak. Inside the back of the shirt is a small Funeral Parlor insignia. Slightly Reinforced Wooden Boat: A different approach at making a boat through the combined collaboration of Mechanic Hirosame and Woodcrafter Renai. By overhauling the base design of the Miniature Boat and substituting some of the weaker points with metal screws instead of glue, this creates for a two-person boat which can withstand a little more wear. This item is summoned from the inventory and is automatically returned if it takes any damage or is left alone for a few minutes. Its sturdiness depends on the level of the materials used to make it. 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. Lock Mechanism: Durability level 10. A basic mechanism that can be used to secure something by engaging the lock. It comes with a small key that can be fit in the mechanism to unlock it. Nevertheless, due to its rather low-level quality, someone who really wants to break the lock can probably do it by striking the object against a hard surface. Apocrypha Satchel: A small, black bag that can be held over one's shoulder, and used to carry extra materials. Crafted by Hirosame, and on it is the two symbols of Apocrypha, as proof of purchase, along with the initials "HW." Apocrypha coverings: A blue dress shirt, to cover the upper body, and a pair of long black dress pants. Its design attempts to fits to his slim body perfectly, but succeeds in hiding his armor. Not quite as sexy as one might imagine for the materials. Windsor Antiqua Cloth Armor - Lv5 cloth armor. A decently woven garment that allows the best mobility but weakest defense. It is a mass-produced generic armor created by the People of the Land, and so is a little more expensive to buy than if one were to normally craft a similar-quality armor. 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. The binding has been broken and it is now just a regular book. Stone Enchant Scroll - Rank E enchant. Enchants on armor. A scroll that can be enchanted onto an existing piece of equipment by using it in the Market Center. The scroll is consumed upon use, adding the prefix enchant "Stone" to the equipment's name and applying the following effects: - Barrier Spike is treated as though it were 3 levels higher. - Increases the user's Physical resistance by 1 level. - Lowers the user's Wind resistance by 2 levels. Basic Mechanic Wrench - A mechanic's Basic Upgrade Tool that allows for repair and assembly of more complicated parts. Allows a Mechanic to craft Level 11-20 Mechanic materials by combining together lower-leveled materials through the Basic Material Upgrading recipe. Maledict Enchant Scroll - Rank C enchant. Enchants on any weapon. A scroll that can be enchanted onto an existing piece of equipment by using it in the Market Center. The scroll is consumed upon use, adding the prefix enchant "Maledict" to the equipment's name and applying the following effects: - When poisoned, raise the user's physical damage by 10 levels. - When attacked by a poisoned enemy, lower the enemy's physical damage by 10 levels. Swimmer's Delight: A pair of shorts, meant for swimming. Black and Blue diagonal stripes go along in a pattern, one after the other. It's made of a substance reminiscent of Polyester, and is very comfortable to wear. Perfect for those random, yet inevitable, anime beach episodes, that are used to pass time between plot development! On the tag, there is a stylized F sewn into it to denote the crafter. Sarum Map 7 - A torn piece of an old map. It seems to emit a weak magnetic energy due to the presence of mana within the cloth, magnetizing itself to other map fragments. Maybe if you combine fragments 7-9 together, something might happen? Small Wheels: Little wheels used to make Skateboards or Roller Blades. Made from average materials. Trend Starter (Skateboard): A skateboard Hiro designed for himself. It has the Apocrypha logo on the bottom, but a Monk icon in the middle of the logo. This was Hiro's first skateboard, and serves as an example for how his skateboards work. This board performs well in the streets, but does little to nothing on dirt or rocky paths. Let's get this started! Trend Starter (Roller Blades): A skateboard Hiro designed for Saeko. It has the pattern on the wheels that he puts on his Apocrypha blades, but a Samurai icon on the boots themselves. This was Hiro's first set of roller blades, and serves as an example for how they work. These roller blades performs well in the streets, but does little to nothing on dirt or rocky paths. Let's get this started! 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. Slab of the Druid Guardian: Lv60 item. It's a ancient slab of old writing that doesn't really do very much to the untrained eye. Half-Alvs will be able to notice mana emanating from its letters. Those with the Mythic Script skill will not only be able to see but also read these letters. As the slab's verses are read aloud, mana will be released and create a powerful force to be expelled into the surrounding atmosphere. Reading the Slab fully will take 60 seconds of concentration. If read fully, all party members' MP will be fully regenerated and existing cooldowns for all skills will be halved. If read halfway, all party members' MP will be restored by 50%. If read a quarter of the way, all party members' MP will be restored by 10%. After any attempt to read the Slab has been made, it will become useless for the rest of the thread. Blazerunner: Level 30 Revolver. Reminiscent of the classic Wild West Peacemakers, this pistol features a 6-slotted revolver style ammunition clip, as well as a sleek, silver body. The grip for the gun is made of wood, sturdy enough to take the punishment of firing. Not a perfect gun, but one that is enough to do its job in a very effective way. Ranger: Level 30 Musket. Much like the M1 Garand used back in the World Wars, this rifle has a 5-round clip that slides in from underneath, and a lever on the side to load the next round, as well as release the previous round after having been fired. Made of a solid wood base, and crafted from decent materials for the firing mechanism, this gun will take a beating, and deliver it right back. A powerful ally when needing a good deal of range. Steampunk Defender: Level 30 Warden Armor. Crafted after having been researched by other warden armors, this is an enhanced replica of lower-leveled Warden Armor, fitted to the body of its user, and created in such a way that it will perform as one would hope for Warden Armor to. Capable of shifting stances with movable parts on the interior, it will react to whatever body movements the Warden may make, in order to better situate the immediate need. Strong enough to withstand many hits, and comfortable to the point of being able to move without interruption. As an added feature, it sports a stylish black Trench Coat over the armor itself, to get that cool-guy look working. Blueprint: Pistol: A Blueprint, usable by a Mechanic, to create a Pistol without having to RP the first crafting, or to lower the price of materials by 50%. Once used, it disappears. Blueprint: Musket: A Blueprint, usable by a Mechanic, to create a Musket without having to RP the first crafting, or to lower the price of materials by 50%. Once used, it disappears. Blueprint: Warden Armor: A Blueprint, usable by a Mechanic, to create Warden Armor without having to RP the first crafting, or to lower the price of materials by 50%. Once used, it disappears. Blueprint: Shape-Shifting Weapon: A Blueprint, usable by a Mechanic, to create a Shape-Shifting Weapon without having to RP the first crafting, or to lower the price of materials by 50%. Once used, it disappears. 10 x Medicinal Tablet: (Level 90) A healing pill that restores about 30 HP per average level of the materials used to make it. 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. Heals 3375 HP. Therapeutic Index applied. 10 x Greater Mana Potion: (Level 50) A recipe by Capsule . An upgraded version of the lesser mana potion, that restores about 20 MP per average level of the materials used to make it. 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. Restores 1875 MP. Therapeutic Index applied. KDK Mk. 2: Level 63 Shape-Shifting Weapon A Katana that transforms into a Daikatana, hence the name Katana-Daikatana, or KDK. The blade starts off in the neutral Katana form, and in order to transform the blade, one need only hit the trigger in the front side of the hilt. The sword extends out to roughly 2 and a half times the normal length, whereas the hilt stays at the same length. In order to change back, one need only hit the trigger once more to return the weapon to the same length as before. It has been upgraded to function more cleanly, with the animation now looking more efficient. This weapon's animation time is 1 seconds, and the transformation cooldown is 5 seconds. At the base of the hilt, the Funeral Parlor seal can still be seen on the metal, to pay homage to the original creator of both swords. Yin Level 90 Pistol One of two pistols in a pair, Yin is a black pistol that fires regular-sized bullets out of a 15 round clip. This weapon is very highly customized, and thanks to its level, operates perfectly, given the user maintains it well enough. It has a normal range for pistols, and does not need to be cocked after every shot, as the weapon is created with an auto-cocked hammer. This is the sister pistol to Yang, which it was made as a set with. Yang Level 90 Pistol One of two pistols in a pair, Yang is a white pistol that fires regular-sized bullets out of a 15 round clip. This weapon is very highly customized, and thanks to its level, operates perfectly, given the user maintains it well enough. It has a normal range for pistols, and does not need to be cocked after every shot, as the weapon is created with an auto-cocked hammer. This is the brother pistol to Yin, which it was made as a set with. Swiftwind Hornet: Level 53 Bow. A Bow crafted from Osage wood, which is known to be of some of the higher caliber woods to make bows from. This bow has the classic design of an old European Long Bow, with a powerful string made of sinew behind it. The color of the bow, being a light brown/orange mixture, gave the creator the idea to call it a Hornet, as well as give it some fairly decent reforges applied onto it. The bow was crafted carefully and cautiously, making it into one of the more decent bows made by modern woodcrafters. Reforge: +13.25% Ranged Damage Blueprint of Hoverboard: A Blueprint used to create the Hoverboard. Blueprint of Augmented Hoverboard: Terrain Enhancement: A Blueprint used to create the Hoverboard Terrain Enhancement. Blueprint of Augmented Hoverboard: Thruster: A Blueprint used to create the Hoverboard Thruster. Blueprint of Augmented Hoverboard: Retractable Wheels: A Blueprint used to create the Hoverboard Retractable Wheels. Blueprint of Fully Customized Hoverboard: A Bluepring used to create the Fully Customized Hoverboard. Apocrypha Flyer: Item Level 40. A Fully Customized Hoverboard, created by Hirosame himself. This hoverboard includes Thrusters, Retractable Wheels, and the Terrain Enhancement: Wind Sphere, to increase the height by which the Hoverboard will hover at neutral. Made to look much like his Apocrypha Skateboards, the Hoverboard is black in color, with highlights on the top and bottom. On top is a Solstice decal, and on the bottom is the Asterial Age decal. The wheels hold the same type of design, with the Solstice on the right sides, and Asterial Age on the left sides of each wheel. Made to operate perfectly above the ground and crafted with intuition and care, this is Hiro's best work yet. Star Candy Pez Shotgun: Lv30 firearm. A double-barreled colorful weapon that comes with its own set of ammunition to fire hard candy pellets into an opponent. Possession of this item allows you to use it from the inventory as a Weapon Skin that masks over a currently equipped weapon of the same type. 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. Star Candy Gummybed: Lv40 furniture. Ever thought what it would feel like to sleep on an oversized piece of jello? Now you can have the answer to your food-crazed question, you weirdo. [+2 REC] Star Candy Uniform: Lv40 vanity clothing. The attire of the legendary Star Candy Rangers, staunch defenders of the Sugar Galaxy. This set of extravagant clothing will make you feel like an ally of sweet justice. Or maybe that's just the sugar rush going through your head. When a Star Candy weapon is equipped while this item is in your inventory and currently active as Vanity Clothing, you may increase the item level of your equipped armor by 5. Star Candy Uniform effects do not stack. Star Candy Gummyflower: Lv40 furniture. A pot containing a plant with flowers that look like transparent pieces of jelly. It sprouts candy fruit every so often if well-tended. [+2 CUL] 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. Cold Shoulder: Lv30 accessory. A scarf weaved from bright blue fabric that's cold to the touch. Reduces incoming ice-type damage by 10%. If the wearer's main class level is less than 30, this accessory scales down to their level. Reduces incoming ice-type damage by 10%. Increases the damage of your ice-type attacks by 10%. Woad Skywarrior's Fur: Level 60 Vanity Wear A conglomeration of pelts, reminiscent of old tribesman clothing. The clothing itself is comprised of a light tank-top-style of undershirt, with leather belts and coverings above it. On top of that is the pelts of various animals, forming something similar to a coat. A hood on the back of the clothing, in the shape of a lion's head, can be pulled over the wearer's head, and also has a face covering to prevent winds from chilling the mouth and nose. Very rustic and traditional, when one looks upon it, though its comfort and effectiveness in the field is powerful. Bamboo Flute: Level 50 Wooden Instrument A flute, carved out of a bamboo shoot from Moon Dance Forest. A traditional musical instrument from the village that inhabits within the forest's borders, crafted using their methods, to produce a fine sound, reminiscent of the traditional flutes of the same style. It has no markings on it, outside of the holes where the fingers go, to produce the different notes. A decently-made rendition of a beautiful instrument. Acoustic Alchemy: Level 40 Instrument. An Acoustic guitar, created by using sturdy wood and put together nicely. It had a solid sound that resonates deep within the base of the guitar, and can be used time and time again. The strings are strong, but flexible enough to produce the musical capabilities that one would come to expect from a guitar of such style. It has a small Solstice symbol on the face of the guitar, to show who exactly had made the instrument. Arabian Horse Whistle: Level 40 Mount Whistle. A whistle crafted to summon to an Arabian Horse to the user's side, to allow them to travel a good distance in a relatively decent amount of time. Arab Horses are known for their ability to keep up a good speed for a very long time, while also being rather resistant to the wear and tear of normal day-to-day travel. This horse is a gray color. Mounts summoned this way have very little HP and will dismount their rider and run at the first sign of danger. Cavalier personal mounts are unaffected by this item. Only one mount may be summoned at a time using this or similar items. |
[attr="class","ws"] [attr="class","h"]Change Log [attr="class","b"]12/16/2013 Added 8 AP; Monk Level Up +4 [5] 12/16/2013 Added 5 AP; Monk Level Up +2 [7] 12/19/2013 Added 15 AP Monk lv up 13. Added Beatdown, Bullet punch 12/24/2013 Added 20 AP Mechanic leveled to 11, Quality Control 12/24/2013 Added 12 AP Monk level 16, Added Iron Body 1/13/2014 Slightly Reinforced Wooden Boat researched. 1/27/2014 Lock researched. 2/4/2014 Mechanic to Tailor. 2/8/2014 - Added accessories - log-horizon.proboards.com/thread/790/speed-craft-magic-accessory-hirosame 2/21/2014 added lots of stuff 4/10/2014 added lots of AP and skills 5-23-2014 Rewards for Maledict Mayahuel added (1000 gold, item; AP unclaimed). 06/02/2015 Care Package from Capsule; -12500 Gold |
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[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]