Post by Lavinia on Aug 5, 2014 18:12:53 GMT
[attr="class","ws"] [attr="class","h"]Lavinia [attr="class","fc"] [attr="class","bi"]REAL NAME: Sarah Everdale [attr="class","bi2"]REAL GENDER: Female [attr="class","bi2"]GENDER: Female [attr="class","bi2"]AGE: Sixteen [attr="class","bi2"]SEXUALITY: Bi-curious [attr="class","bi2"]FACE-CLAIM: Waka, Kitto, Sumiwataru Asairo Yori mo [attr="class","bi2"]PLAYED BY: Sileas [attr="class","h2"]Appearance [attr="class","b"]Click below for images: {Face Claim} {Combat outfit:} {Town/Crafting outfit and hair color:} Lavinia in game and in real life is a thin young women at 5'2" tall, weighing in at 110 pounds with fair skin. Her body is healthy with a little muscle on her stomach, arms and legs. Her hair is straight and is so dark brown it can easily be confused as being black. straight and is cut to chin length. Lavinia keeps her eyebrows trimmed, they match her hair color and follows the curve of her eye socket. Her eyes are a icy blue with flecks of a darker blue swirling around the iris. She has a button of a nose and a thin mouth. Her torso is what you'd expect from a young women like Lavinia. A small/medium sized chest, a hourglass waist, a stomach with a ever so slight indication of her ab muscles. Her smooth arms show signs of muscle when Lavinia moves her arms. Her hands are soft and smooth and her nails are cut short. Her legs are smooth and hairless and her toe nails match her finger nails. Lavinia's outward appearance matches her personality pretty closely and there is little different between in game and real life. She has great posture, her walk is fast but not to quick, her preferred standing pose is to cross her arms and rest her weight over one leg. Her go to facial expression could be described as kind of bored, or lonely, however far from or true those assessments may be. With the discovery of the main class change potion and as a result Lavinia switching to a enchanter she thought it would be a nice time for a wardrobe change. The first change is a completely new outfit intended to be worn in combat situations. It consist of a body length pure white cloak that connects just under Lavinia's chin. The cloak covers the shoulders and features blue triangle patterns along the bottom edge. The cloak also had a hood, while not great at covering her face it will keep the rain off her head and has a spiral pattern that swirls around the top and sides of the hood. Under the cloak aside from any accessories she might wear is a loosely fitting shirt with sleeves. It's white in color with blue stripes that run vertically and ends at the bottom of Lavinia's rip cage, leaving the rest of her stomach down to her hips bare. On each forearm she wears a piece of cloth this cloth covers almost the whole forearm and is held in place by a small leather strap and buckle just below the elbow. Around her waist is a loosely fitting belt that hangs at an angle, it is a simple brown leather belt with a metal buckle on the front and no extra features. The belt is mostly for form rather than function as it sits higher on her right side and rests below her hips on the left. Next is a white sash she wears under the previously mentioned belt. It's white like the rest of this new outfit and has a blue patterned stitched into the edges. Like the belt, but opposite, the sash hangs tightly on her left hip and loosens out on the right. Lastly a knee length skirt hangs from her hips that has the same blue pattern as the rest of the outfit stitched along the edge. Wrapped around her shins is a white cloth very similar to the ones on her arms. They buckle just below the knee and fold out over the buckle. This allows them to look almost like socks, like the top there are horizontal blue stripes on the folded over portions of the cloth. Finally on her feet are a pair if light brown sandals. The strip comes up between her big toe and warps around the top of the foot securing it so Lavinia can run without losing them. For a weapon, Lavinia uses a tall two hand staff, made of metal, wood, leather and some kind of snow white hair. It can not be determined if it is authentic or synthetic of some kind. The staff is quite pretty where staves are concerned, pointed on the bottom and finely crafted all the way to the crystal orb at the top. The second change is Lavinia's dyed red orange hair that matches her second outfit. The second outfit follows the style of a red double breasted dapper dress. First the outfit comes with a matching red hat with feathers tucked in the side that Lavinia never really wears, she has never been a fan of hats. Around her shoulders is a matching red cape with white trim along the edges that falls just past her waist. The top of the dress has 4 pairs of white buttons, one side for decoration and the other to keep the top closed. The dress has long sleeves with white strips at the end of them, the outfit also comes with gloves that are optional. The top of the outfit may be a skirt but the outfit also comes with a pair of white pants and a pair of brown leather boots that buckle just blow the knee. This outfit is designed for in town use and crafting, so it does not come with its own weapon and shares its weapon with the previous outfit. In the real world Lavinia's overall appearance doesn't change much. She wears clothes typical for her age. T-shirts and jeans are her primary choice In clothing, but she isn't against wearing prettier articles like skirts and blouses either. Her eyes are a slightly different shade of blue is the most notable difference between Sarah and Lavinia's appearance. [attr="class","h3"]Personality [attr="class","b"]Like in the real world the character Lavinia is quiet and reserved girl, opting to sit on the edge of a gathering of friends and listen rather than partake in the conversation itself. This doesn't mean she won't offer alternate points of view to a situation, add or correct information or make jokes during a conversation. This lets her gather information on those around her and in turn learn more about them. Lavinia is a very inside her own head type of individual, often times she will become lost in thought that she is less attentive to things. Lavinia will plan how to complete her tasks and then will often discard them when the plan fails and just make calls as things progress. This gives the impression that Lavinia doesn't think things through completely, this impression isn't incorrect most of the time. Once her mind is set on a task she will do whatever it takes to complete it. This dedication makes Lavinia very reliable, often working late into the night to complete what needs to be done. Because of her dedication and reserved nature she often comes off as emotionless or anti social, but the proof is in her facial expressions to say otherwise. A observant person would be able to read these expressions and see how Lavinia feels. This has over time evolved into the attitude of work before play and a very set line when it's okay to kick back and relax for Lavinia. When the work is done and it's time to have fun unlike the majority of people her age she prefers to spend her free time alone reading books or reflecting back on events while in a relaxing environment like a quiet forest. If those don't suit her fancy that day she enjoys spending her time with a few friends, although she has fun at large gatherings like parties, Lavinia seems to tire quickly with larger groups so she tries to keep her own group gatherings small. [attr="class","h3"]History [attr="class","b"]Sarah was orphaned at the young age of five, she was then adopted shortly after to a couple that she never really got along with. She always had this sense that the family who adopted her was never her real family. This feeling would be released as anger and there was plenty of it to let out. She would often get into fights at school because of her anger towards anything and everything she could direct it at. Her adopted parents had eventually given up and put her in foster care program where she bounced from place to place over several years. After going from home to home Sarah eventually found herself with a couple who had a son named Michael that was slightly older than herself. There son was subtle about trying to befriend Sarah, keeping their encounters brief, a joke here a question there until eventually Sarah started to be comfortable around him where she started seeking his company instead. After befriending Mike, Sarahs time in school improved greatly, Sarah made a few good friends and was liked by most despite her previous behavior. While being bored to sleep, literally, in most of her classes. Despite this she'd always come away with a good score. One year her music teacher at school asked her to try out for the musical play they put on every year so she did. Much to her and everyone but Mikes surprise, she got the lead vocal role. It was this event that made Sarah decide she wanted to make music for a living after she graduates. While Sarah has never had a huge interest in video games she would enjoy them when she did play them. She wouldn't have even logged into the game on that day if it wasn't for her friend. This friend was a boy from her music class they called Jeb. Sarah always found Jeb to be cute but never progressed their relationship past just being friends. Jeb begged and begged for her to give this release a try, she didn't even have to buy it, he bought it for her. Sarah's friend is an avid follower of Elders Tale so he had some basic knowledge about the game before this versions release. He would talk to Sarah about rumors and information from the already released versions. He recommended Sarah play as a Summoner for her first character because of its great solo play potential. Sarah decided to log in before their planned time, since this is her first MMO she wanted a head start. That's when the real adventure finally begun... [attr="class","h3"]Extra [attr="class","b"] Left Handed |
[attr="class","ws"] [attr="class","h"]statistics and inventory [attr="class","fc"] [attr="class","bi3"]RACE: Human [attr="class","bi4"]CLASS: Summoner [attr="class","bi4"]SUBCLASS: Scholar [attr="class","bi5"]CRAFTING CLASS: Pharmacist [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"]� [attr="class","st2"]Dexterity [attr="class","st22"]--- [attr="class","st22"]� [attr="class","st2"]Agility [attr="class","st22"]--- [attr="class","st22"]� [attr="class","st2"]Intelligence [attr="class","st22"]--- [attr="class","st22"]� [attr="class","st2"]Wisdom [attr="class","st22"]--- [attr="class","st22"]� [attr="class","rt"] [attr="class","h3"]Skills [attr="class","b2"] [attr="class","skill"]Keen Edge: Tier I Skill A spell that allows the Enchanter to increase the physical attack power of the party's weapons. This spell only affects the weapons that are currently equipped, so weapons in the auxillary slot or inventory do not get this bonus. If the weapon is deequipped or if the character dies, the buff is canceled. Because the effect of Keen Edge lasts for almost an entire hour, it's often casted at the beginning of an expedition and before major fights. Recasting this skill causes its effect to return to the full duration. This skill has a casting time of 10 seconds and a cooldown of 60 seconds. [attr="class","skill"]Pulse Bullet: Tier I Skill Possibly the Enchanter's best skill at attempting to fill a DPS role, pulse bullet is a simple light orb projectile that flies off toward an enemy when used. Its damage potential is low, but its 0.5 second cast time and 3 second cooldown rate is low enough that an Enchanter can actually shoot Pulse Bullets in rapid succession and rack up damage. Admittedly, spamming Pulse Bullets prevents the Enchanter from providing support, and doing so for long enough will eventually start to wear down the Enchanter's MP. [attr="class","skill"]Astral Hypno: Tier I Skill Astral Hypno is a spell that induces a sleep debuff on the target, preventing them from making any actions until they are struck or after ten seconds have passed. The higher a target's wisdom stat, the higher their chances of resistance. It has a fairly low cooldown time for its effect, making it a very useful spell to be used for incapacitating an opponent. This skill's debuff classification is Sleep. This skill has a casting time of 2 seconds and a cooldown of 15 seconds. [attr="class","skill"]Astral Bind: Tier I Skill Astral Bind is best known for its quick casting speed, causing magical chains to shackle the target's limbs and restrict any movement further than about a meter. Because of this, it's especially effective against DPS melee fighters, but not so much for ranged or magic classes. It wears off after a few seconds. This skill's debuff classification is Mind. This skill has a casting time of 1.5 seconds and a cooldown of 10 seconds. [attr="class","skill"]Mana Channeling: Tier I Skill The Enchanter takes a few moments to link with targeted party members, connecting their psyche. All party members within this link have their MP distributed evenly. If a party member's MP is restored to full, their connection is severed and remaining MP is redirected to another character. The activation of this skill causes a temporary strain upon the body as though part of the body's consciousness is being transferred. This skill has a casting time of 3 seconds and a cooldown of 30 seconds. [attr="class","skill"]Form Shift: Tier I Skill A magical skill that allows the character to transform their appearances slightly, although there are no changes to one's interface. Most of these appearance changes are rather minor, allowing one to change their physical appearance so that their face, hair, or body size might differ a little. It is possible to consciously influence which physical features get changed. However, it is unlikely that one will be able to change their appearance to resemble a specific character at this stage. There is a small MP upkeep to keep the effect sustained. [attr="class","skill"]Spellwalk: Tier I Skill A toggle skill that allows a character to cast a spell without forcing them to remain immobile during the spell's casting duration. It is an excellent skill to take for those who prefer an on-the-go strategy or at least a less vulnerable position. When the character moves while casting a spell, their movement speed is halved. This speed penalty decreases to 40% at Level 30, 25% at Level 60, and 10% at Level 90. [attr="class","skill"]Sword Rain Flurry: Tier I Skill The user pierces the target in rapid succession, usually amounting to an initial five stabs plus an additional one every 20 levels. Sword Rain Flurry is an adapted version of the Swashbuckler's Dart-Tack Target, only performed with the intention of damaging the target rather than simply diverting its attention. Despite its name, this skill can be performed with any weapon type although thrusting-type weapons often perform most optimally. Each strike deals a moderate amount of damage, but the main downside is that the user is locked into this animation until the move is completed. This skill has a total animation time of 3 seconds. Its cooldown time is 10 seconds. [attr="class","skill"]Astral Torment: Tier I Skill The Enchanter shoots an indigo bolt at a target, causing semi-transparent chains to appear and surround their body like a chain of guilt. Although not movement restrictive like other similar Enchanter abilities, this skill places an oppressive atmosphere upon the target and causes extremely minor damage over time for the next minute. However, this skill can be stacked on a target up to five times, each time multiplying the effect's potency. This skill's effect is considered a Mind debuff, and a five-chain effect is on par with low-rank poison effects. This skill has a cast time of 1 second and subsequent cooldown of 5 seconds. [attr="class","skill"]Equipment Mastery: Unarmed Combat: Tier I Skill A toggle skill that allows a non-Monk character to deal increased damage with their bare hands, much like a Monk would. It is a little more flexible than the Equipment Mastery skills if somewhat situational - most combat builds for classes other than Monks will generally have no major uses to being able to hit things harder with your fists due to the lack of skill support. Regardless, it could serve as a passable emergency tactic when you may find yourself disarmed. This skill does nothing if taken by a Monk. [attr="class","skill"]Nightmare Sphere: Tier I Skill The enchanter summons a violet orb of mana and throws it in a direction. Afterward, the sphere expands to a few meters in radius, where it will greatly slow down the movement speed of all occupants within its boundary. Even gravity seems to slow down, causing all falling objects to act as though they were on the Moon. This skill has a casting time of 2 seconds, a duration of 10 seconds, and a cooldown time of 15 seconds. [attr="class","skill"]Inversion: Tier I Skill. A spell that shoots a white beam of light forward at a target. When a target is struck by this ability, they are immediately spun in the opposite direction from which they were facing. It isn't really an ability that possesses any real effect other than temporarily disrupting an opponent's advance (perhaps it might even cause them to trip), but it's at least a spammable annoyance. Inversion does not change a target's trajectory and is ineffective on foes with the Immobility skill. This skill has a casting time of 1 second and a cooldown of 5 seconds. [attr="class","skill"]Thorn Bind Hostage: Tier II Skill. Thorn Bind Hostage is well known as the Enchanter's most "offensively-based defensive" skill. After it is cast, mana materializes in the form of thorny vines and wrap around the opponent. This greatly limits the opponent's mobility and they must either wait until the spell wears off or break the vines forcibly. In breaking the vines, they will initiate an explosive reaction as they disintegrate, blasting the victim with a set amount of damage each time. However, if the character is somehow teleported, it is possible for them to break free without destroying the vines. This skill has a casting time of 3 seconds and a cooldown of 60 seconds. This skill's debuff classification is Mind. [attr="class","skill"]Magical Vector Tier II Skill Elemental enchantment. The Enchanter imbues a weapon with a purple aura that releases a constant dull humming noise. If the weapon then hits any magic projectile, it will be reflected back at the user. Similarly, if it makes contact with anything constructed by magic, such as a barrier or familiar, it will forcibly cancel the effect. The aura then disappears and a loud soundwave noise signifies a successful nullification. Magical Vector is often used as an anti-meta mage hunting ability, but its inability to dispel AoE attacks or status effects, direct contact requirement, and moderate cooldown makes it a difficult spell to use. This skill has a casting time of 3 seconds and a cooldown of 30 seconds. [attr="class","skill"]Cast-On Beat Tier II Skill A spell that reduces the cooldown of spells used by the target for 2 minutes. Tier I spells in particular have their cooldown reduced by one second, while Tier II and higher spells are only reduced by 0.5 seconds. It can turn an outclassed and inefficient beginner spell into an ability with as much respectable output as a top tier skill. Enchanters know it as one of the key factors for the Enchanter's "Sprinkler" build, a battle strategy that utilizes Cast-On Beat to fire many shots of Pulse Bullets in a minute and then drastically doubling the moderate DPS with Magi Howling. Coupled with reforges that further boost the effectiveness of these skills, it is quite easy to break the common stereotype of Enchanters being the weak support character. Understandably, reduction of cooldown for the sake of spamming skills will result in a quick loss of MP if not properly managed. This skill has a casting time of 5 seconds and a cooldown of 2 minutes. [attr="class","skill"]Magi Howling Tier II Skill A spell that passively increases the power and efficiency of low-base spells used by the target for about two minutes. This is often used on fellow healer or mage party members in order to sustain their output while reducing the strain on their MP. However, this spell can also be cast on the Enchanter themselves, as its effect synergizes with the class's wide array of naturally low base damage spells. Pulse Bullet in particular has its DPS roughly doubled by this skill. This skill has a casting time of 5 seconds and a cooldown of 2 minutes. [attr="class","skill"]Astral Wall Tier II Skill The Enchanter creates an arc-shaped barrier roughly 5 meters in front of them. This barrier is roughly 2 meters in height and width, blocking enemies lower leveled than the Enchanter from passing through. The speed at which this barrier is created allows for the Enchanter to serve as a decent defensive support in crowd control. However, keep in mind that enemies with enough strength may still be able to break down the wall with enough repeated attacks, particularly when used against high-level mobs. The casting time of this skill is 1.5 seconds, its duration is 10 seconds, and its cooldown time is 15 seconds. [attr="class","skill"]Detox: Pharmacists have developed a certain resistance around drugs. This skill can be toggled to make a pharmacist immune to status debuffs caused by potions. Additionally, they passively recover twice as fast from poison status effects. [attr="class","skill"]Foresight: Toggle skill. Whenever an opponent performs an offensive skill, an information bar will appear in the top section of the Scholar's vision for a few seconds. This bar contains the name of the intended skill and the name of the intended target. For Scholars who have extensively studied monster skills, this ability will come in handy to warn teammates of an impending threat. [attr="class","skill"]Evaluate: This skill allows the scholar to gain additional details about the enemy. While most players can access an interface that shows the monster's name, level, current HP, and current MP, the scholar obtains an additional interface when this skill is used. It has a one second cast time and one second cooldown time. The target's elemental weaknesses and a brief summary of their skills will be made available to the Scholar any time they access the target's interface. [attr="class","skill"]Therapeutic Index: The Pharmacist's growing skill in creating potions has improved to the point where the very close gap between treatment and side effects has widened enough to allow for a safe range. Lower the Toxicity Rating of all non-poison items created by the Pharmacist by 1 and increase their potency by 25%. [attr="class","skill"]Compounding: When this skill is used, the Pharmacist may select up to 3 potions from their inventory. Those items are consumed for the duration of the thread and the Pharmacist receives an item that is a composite of all potions' effects. Toxicity ratings are also added up. If a potion's effect would otherwise be identical to another potion's effect, the effects will stack. This skill has a casting time of 5 seconds and a cooldown of 60 seconds. Compounding also allows a Pharmacist to craft a higher-level potion by selecting two or more potions with the same name as crafting material. The item level of the resulting potion is the sum of the lower-leveled potions. A potion cannot be crafted with an item level higher than the Pharmacist's Crafting Level. [attr="class","skill"]Prescription Transfer: Toggle. A Pharmacist's ability to create potions is limited only by theoretical formulas, and careful study of a potion by reference will allow the Pharmacist to craft or modify it quickly. Any potions that the Pharmacist touches while this skill is in effect will be considered as though it were affected by the Therapeutic Index skill. This effect lasts only for the duration of the thread. If Therapeutic Index was already applied to a potion, this skill does nothing to the potion. Also, while an potion that is craftable by Pharmacists is in the Pharmacist's inventory, they are eligible to speed craft that potion even if they have never crafted that potion in a crafting thread. If the potion should somehow be removed from the Pharmacist's inventory, they are no longer able to speed craft that item until they make it in a crafting thread. When speed crafting an item using this skill, Material Fees are doubled. [attr="class","h3"]Equipment [attr="class","b2"] [attr="class","skill"]Armor: Apprentice Philospher’s Robe: The Philosopher's Robe is a enchanter armor set based on the Ancient Alvian Princess of Knowledge and Spirituality's Philosopher battle robes. The robe's primarily made up of three main pieces with several non-essential accessories to compliment the main pieces. A cloak, a short sleeve shirt and a knee length skirt. All white in color with blue trim and designs, this variation of the outfit is comfortable and stylish even for the time of its original creation. It is rumored that the materials used to create this set of equipment has latent power that can be unlocked by higher level crafters, but only if the user is capable of handling such power. [Reforge Effect: Passive defense against bosses] [attr="class","skill"]Left Hand: Apprentice Philosopher's Staff: Lv30 Two hand staff. The Apprentices Staff is the staff of Philosopher set for the enchanter class. The staff is based upon the Alvian Princess of Knowledge and Spirituality's Philosophers battle staff. The staff is made up of black light weight metal with blue cloth wrapping. It is rumored that the materials used to create this set of equipment has latent power that can be unlocked by higher level crafters, but only if the user is capable of handling such power. [Reforge Effect: Pulse Bullets cooldown and Thorn Bind Hostages cast time reduced by 1.5 seconds] [attr="class","skill"]Right Hand: Apprentice Philosopher's Staff [attr="class","skill"]Apprentice's earring of binding haste: Lv30 Accessory. The Apprentices earring of binding haste is the first of four jewelry that belongs to the Philosopher set. This brooch is designed based upon other jewelry designs of the Alvian Princess of Knowledge and Spirituality's Philosophers apparel. It is rumored that the materials used to create this set of equipment has latent power that can be unlocked by higher level crafters, but only if the user is capable of handling such power. [Reforge Effect: Astral Binds cooldown decreased by 3 seconds] [attr="class","skill"]Apprentice's brooch of binding durability: Lv30 Accessory. The Apprentice's brooch of binding durability is the second of four jewelry that belongs to the Philosopher set. The pair of earrings is designed based upon other jewelry designs of the Alvian Princess of Knowledge and Spirituality's Philosophers apparel. It is rumored that the materials used to create this set of equipment has latent power that can be unlocked by higher level crafters, but only if the user is capable of handling such power. [Reforge Effect: Astral Binds duration increased by 3 seconds] [attr="class","skill"]Apprentice's necklace of Torment: Lv30 Accessory. The Apprentice's necklace of Torment is the third of four jewelry that belongs to the Philosopher set. This brooch is designed based upon other jewelry designs of the Alvian Princess of Knowledge and Spirituality's Philosophers apparel. It is rumored that the materials used to create this set of equipment has latent power that can be unlocked by higher level crafters, but only if the user is capable of handling such power. [Reforge Effect: Astral Torments cooldown decreased by 2.5 seconds and its cast time decreased by 0.5 seconds] [attr="class","skill"]Apprentice's Hairpin: Lv30 Accessory. The Apprentices Hairpin is the fourth of the four jewelry that belongs to the Philosopher set. This hairpin is designed based upon other jewelry designs of the Alvian Princess of Knowledge and Spirituality's Philosophers apparel. It is rumored that the materials used to create this set of equipment has latent power that can be unlocked by higher level crafters, but only if the user is capable of handling such power. [Reforge Effect: Nightmare Spheres cooldown decreased by 3 seconds] [attr="class","h3"]Inventory [attr="class","b2"] 6 x Medicinal Tablet (L1): A healing pill that restores 30 HP. It is generally considered more convenient than drinking a formula due to the player only needing to swallow or chew the tablet. It has a toxicity rating of 2. After a player drinks potions with a total toxicity rating of 20, any potions taken afterward become halved in effect. Roast Beef Sandwich (L1): A simple sandwich made with roasted beef and Swiss cheese on a six inch bun. Starter Cloth Armor Cloak of Healing L.15 – A black cloak with a hood. The hood is able to cover the face from unwanted eyes and the cloak is able to cover the entire body to shelter it from the weather. There is a stylized F located on the tag to denote the crafter. Effect: HP Regeneration Sword of Fiery Rage - Level 15 - A black tempered, finely-crafted blade which has been created with a sleek, simple design in mind. Created in a similar fashion to Eastern blades, the sword is short and curves slightly with a folded edge and heavy back with a focus on balance and slashing. However, this weapon has been personalized. Rather than being crafted in the standard manner, the weapon is shorter than most blades and lighter, as to match the original user's needs. In addition to the adjustment in length, the folding of the weapon was staggered. This staggered fold has created two small ruts in the back of the blade. These ruts allow for easier magical channeling and streamline spells casted with the sword in hand. Along with the ruts on the back of the blade, two lines on each side (four in total) have been carved into the sides of the weapon. The lines drop down from the back of the blade at around the half-way point, turn sharply, and run straight off the front of the blade. The hilt of the blade is much simpler; covered by a small cushion of felt and wrapped with black cloth to make holding the weapon comfortable. At the base of the hilt, the Funeral Parlor coffin has been branded in to the weapon. [Reforge Effect: Elemental Damage: Fire-based.] Apprentice Grimoire Caster’s Tank L.15 – A black cloth tank top made to protect the wearer from some physical harm. There is a stylized F on the tag to denote the crafter. Reforge Effect: HP Increase Staff of Elemental Force - Level 15 - A very basic two handed staff, forged out of pure iron but made to be light and nimble. It stands at a meager five-foot, six inches tall, but it needn't be any larger as its primary user is not. At one end of the of the staff, a small bulge has been formed in order to increase smashing effectiveness. The other end has been flattened out, helping with poke-attacks. In the middle of the flat side, the Funeral Parlor coffin has been engraved into the weapon. [Reforge Effect: Skill Amplification: [Elemental Bolt] damage increase, 3.75%] Ribbon of Conservation L.15: A black ribbon with a band that stretches and constricts to the user’s wrist. There is a stylized F sewn into the band to denote the crafter. Effect: Reduce MP cost for Elemental Bolt Silver Ring of Elemental Force - Level 15 - A silver ring crafted in a very standardized format, but that is where the similarities end. Sitting right in the center of the ring is a very large, bright yellow gemstone; a clear, finely cut pure topaz gem. Underneath where the gem sits, the Funeral Parlor coffin is engraved into the accessory. [Reforge Effect: Skill Amplification: [Elemental Bolt] damage increase, 3.75%] Earrings of Cooled Elements - Level 15 - Two beautiful, shining earrings which take the shapes of crescents, curving around the topaz gems which sit within their cradles. The Funeral Parlor coffin is hidden underneath the gems. [Reforge Effect: Skill Amplification: [Elemental Bolt] cooldown reduced by 1.5 seconds.] Chain of Phantom Healing - Level 15 - Made of purified gold, this necklace was molded specifically to be worn by only true nobles, or beautiful women, due to the class of crafting. Increasing its value is a group of three emeralds, one large gem in the center of the front piece of the necklace, and the other two gems flanking the larger one. The gems, made out of pure emerald stones, shine bright like the chain they are contained in. The Funeral Parlor coffin is branded behind the largest emerald and out of sight. [Reforge Effect: Skill Amplification: [Phantasmal Heal] MP cost reduced by 7.5% seconds.] Strawberry Chicken Salad (L1): A salad with lettuce at the base and topped with fresh, sweet strawberries, diced chicken and small chunks of feta cheese. A sweet supper for people who just don't really like sweets! Strawberry Dressing (L1): A dressing made to top off a Strawberry Chicken Salad. Made with mashed strawberries, a mix of parsley, oregano and basil, and some extra virgin olive oil. 2 x Potion of Nighteye L9: 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. 5 x Miasma-Cleansing Spray L9: 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 5. It also deals minor damage to monsters of the Miasma element. Fish and Chips: Fish baked with a mixture of herbs and a little lemon, with a side of home made french fries, cooked in canola oil to keep the meal from being overly greasy. 5x Basic Contract: Level 21. A basic contract for anything the two partys signing the contract want. Since it is the very basic one, it has to be 50/50, the requirements have to be small, the drawback from not fulfilling it is very small and it needs one witness. Can be used as a basis for upgraded ones. It will only work if both parties are willing to sign. Windsor Antiqua Staff: Lv5 Two Handed Staff. A wooden staff decorated with a dull and unrefined crystal at its tip. It is a mass-produced generic weapon created by the People of the Land, and so is a little more expensive to buy than if one were to normally craft a similar-quality weapon. Windsor Antiqua Robes: 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. Southern Aisles Level 30.: A red bikini with frilly edges and several bows compliment the swim suit. This gives it the feel that it was made for a young women, but one that isn't afraid to look a tad on the sexy side. Summer Breeze Level 30.: A white Summer dress with pink frills, a bow on the front and is roughly knee length. Crimson Veil Level 30.: A crimson colored gown designed by Kumori. The gown itself, falls around Lavinia in waves and comes with matching crimson heels and evening gloves. The gown also comes with a very long crimson ribbon to be used to tie up Lavinia's hair. 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. Runed Sword of the Apprentice: Level 30 Runed one-hand sword. The Runed Sword of the Apprentice is the sword counter part of Philosopher set for the enchanter class. The sword is based upon the Alvian Princess of Knowledge and Spirituality's Philosophers battle gear. The sword is primarily made up of white steel and is designed for quick slashing and stabing attacks. Along the blades edge are several small runes etched into the metal allowing for this swords special effect. It is rumored that the materials used to create this set of equipment has latent power that can be unlocked by higher level crafters, but only if the user is capable of handling such power. The sword is able to to fire a non-elemental magic bolt that drains the users MP to fire, has a 2 meter range and a 2 second cooldown. Reforge Effect: Level 15 Pulse Bullet cooldown decrease (-1.5s), Level 15 Thorn Bind Hostages cast time decrease (-1.5s) 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 deep black-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 (DO NOT EDIT THIS SECTION) [attr="class","b"]10/22/2014: Class change, potions added. |
Coded By Archetype=Luna
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