Post by kittygrey on Aug 10, 2014 3:32:22 GMT
[attr="class","ws"] [attr="class","h"]statistics and inventory [attr="class","fc"] [attr="class","bi3"]RACE: Fox Tail [attr="class","bi4"]CLASS: Cleric [attr="class","bi4"]SUBCLASS: Housekeeper [attr="class","bi5"]CRAFTING CLASS: Chef [attr="class","h4"]Stats [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"]Reactive Heal: The Cleric's starting restorative skill and regarded as the Cleric's signature skill. Unlike Heal that immediately restores hit points at once, Reactive Heal requires the target to receive damage to trigger this skill's effect. Reactive Heal's effectiveness in combat relies on the caster's level and the level of the skill itself, but it does not require the Cleric to focus on a single ally like in Heal, allowing the "Heal Walk" tactic to be employed. When activated, the ally becomes wrapped with a warm orange light as a visual effect. This skill has a casting time of 2 seconds and a cooldown time of 15 seconds. [attr="class","skill"]Martyr Spear: One of the cleric's few offensive options. This spell causes a spear of light to appear in the air above the cleric. After the spear is ready, the cleric points at a target. The spear will promptly head towards the target's position at a high velocity and strike the opponent with light-elemental damage. While this skill has a decently long range, it becomes naturally easier to dodge the farther away the opponent is. This skill has a casting time of 3 seconds and a cooldown time of 20 seconds. [attr="class","skill"]Saint Channeling: The cleric becomes immobile while performing this skill and cannot perform any other skills while this skill is in effect. Every few seconds, all party members within the immediate vicinity will gradually regenerate their HP as long as the cleric continues to cast this spell. It is interrupted as soon as an opponent lands a direct hit on the cleric, so party members should be ready to defend and interpret hits meant for their teammate. This skill has a cooldown time of 30 seconds the moment it is interrupted. [attr="class","skill"]Healing Light: Heals injuries by shooting a white light with a hexagram shape from one's fingertips. The amount of HP it heals is small compared to Heal, but it generates minimal Hate and only consumes a small amount of MP, as well as having short casting and cooldown times. It can be used to heal minor wounds and emergency healing, and is often used alongside primary restoration spells to supplement one's healing capabilities. In large-scale battles where many Clerics are organized, Healing Light can be "showered" on a single tank. Because of its utility, players regardless of level are dependent on the use of this skill. Among its popular nicknames are "Do Your Best Heal" and "Crossroad Heal". This skill has a casting time of 2 seconds and a cooldown time of 8 seconds. [attr="class","skill"]Holy Rampage: By charging their body with holy energy, the cleric violently releases a wave of mana. This creates a split-second barrier that pushes away all enemies and physical projectiles within three meters. In return, the cleric's mana is pushed into imbalance and requires a moment to recover; as a result, they cannot cast a healing spell for the next 10 seconds. This skill has an animation time of 1 second and a cooldown time of 10 seconds. [attr="class","skill"]Miracle Mine: A light-elemental spell. After performing this spell, the ground beneath the player's current position will light up with a white glow. If an opponent were to step on this aura, it immediately reacts and strikes the target with a bright small-scale explosion. Alternately, the user can trigger a manual activation by snapping their fingers. If multiple mines are present, they will be triggered based on the order they were set. After about five minutes, the mine will naturally dissipate on its own, however. This skill has a casting time of 1 second and a cooldown time of 5 seconds after placing a mine. [attr="class","skill"]Tongue of Nature: It's often said that certain people seem to have an affinity toward interacting with nature and communicating with animals. With this skill, the Adventurer's natural affinity is idealized into a tangible form. While this toggle skill is active, the character will be able to communicate with animals and monsters. Incoming speech by monsters will appear as subtitles at the bottom of the user's vision. There is a huge variance between being able to notice this effect and actually using it effectively, however. "Nice to meet you" is not the same thing as "Look, fresh meat", for example. At lower levels, the user of this skill will very often mishear monsters' speech and mispronounce their own words, mistakes that might cause hostility if used incorrectly. However, as the user gradually gains experience, they will be able to negotiate with monsters more easily. The Animal Trainer, Fisherman, Druid classes are more aligned with the power of nature and thus higher success rates are gained if the user is one or more of these classes. Monsters at a lower level compared to the user's highest class level also are easier to communicate with. [attr="class","skill"]Cure: A basic cure magic that removes negative status effects from a single ally. It consumes little MP and has the ability to remove negative status effects regardless of type, but higher skill ranks allow shorter casting times for this skill. Its effect is a pale blue light similar to that of Heal. The effectiveness of its cure effect may vary based on the level of the skill and the gap between the level of the user and the level of the monster which gave the status effect. This skill has a casting time of 2 seconds and a cooldown time of 10 seconds. [attr="class","skill"]Resurrection: A fundamental resurrection magic for low level healing classes. A Player is transported to a nearby Cathedral when its HP becomes 0, but can be revived before this could happen. Resurrection has a long casting time, consumes a lot of MP, and the target must not make contact with anything else during casting, making this skill very difficult to use during combat. Aside from this, it shares cooldown times with superior resurrection skills, narrowing down its usefulness in battle even more, causing many players to refrain from using this skill. This skill has a casting time of 5 seconds and a cooldown time of 90 seconds. [attr="class","skill"]Blood Transmutation: Tier I Skill A toggle skill that is particularly effective in a desperate situation. By tuning into the essence of their own life force, a devouted cleric may risk their own life in order to save an ally. Using this ability, the cleric can use their own HP as if it were their MP. Spell costs will now take half the caster's HP and half the caster's MP to perform. If MP is completely depleted, then it will be cast fully from HP. As long as this skill is active, the cleric cannot target themselves with healing magic. [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"]Anima-Siphoning Sphere: Tier I Skill The Cleric harnesses healing energy in the form of a faint white vapor which swirls around in the shape of an orb. This skill magnetizes anima from the nearby atmosphere until it is fully generated, after which it will flash several times and heal the nearest ally. If a healing skill is performed by any character between the moment this skill is performed and the Cleric's next turn, halve the healing effect of that skill. The orb is then fully charged and will immediately heal a target. Otherwise, the orb will fully charge at the beginning of the Cleric's 2nd turn from the moment it is casted. Anima Siphoning is therefore often used in the presence of an enemy healer, allowing the Cleric to leech off the rival healer's hard work. This skill has a casting time of 2 seconds and a cooldown of 10 seconds. If Anima-Siphoning Sphere is currently active, it cannot be recasted. [attr="class","skill"]Anima Blade: Tier II Skill Among all the classes in Elder Tale, the Cleric is said to be the one class with the greatest affinity toward Anima, the force of life. This skill allows them to manifest that power into the form of a weapon, used to protect teammates and destroy corrupted beings. The Cleric summons a glowing two-foot blade made from pure Anima. This weapon has an item level equal to the Cleric's level and counts as a one-handed sword. Any targets struck directly by the blade are healed rather than damaged. If this weapon is used against an Undead or Miasma target, it deals high damage. The Anima Blade has a duration of 60 seconds. This skill has a casting time of 5 seconds and a cooldown of 120 seconds. [attr="class","skill"]Divine Punishment: Tier II Skill A defensive light-elemental spell that is casted upon oneself or a party member. Every time an opponent should deal damage to this skill's target, a beam of light will suddenly shoot out from underneath them to deal damage. The strength of this skill is proportional to the amount of damage that the enemy had dealt. Normally this skill is used in conjunction with a Reactive Heal effect, but there are often cases where a Cleric will attempt to use this skill while tanking. This skill has a casting time of 2 seconds, a duration of 30 seconds, and a cooldown of 45 seconds. The light pillar has an animation time of 0.5 seconds. [attr="class","skill"]Healing Aurora: Tier II Skill A healing spell that bathes the battlefield in a brilliant seven-colored light for a few seconds. When this skill is activated, the Cleric and all party members within 10 meters have a high amount of their HP restored. Because of this skill's high efficiency and large area of effect, it is often considered their secret weapon. However, it generates an extremely high amount of aggro and has a long cooldown, so dedicated support Clerics should be careful. This skill has a casting time of 2 seconds and a cooldown of 90 seconds. [attr="class","skill"]Healing Forge: Tier II Skill An offensively-based Cleric's toggle skill that depends upon an aggressive battle style. It is one of the key skills that make up the Battle Cleric archetype. Upon striking the opponent with a weapon or shield, the Cleric's body will generate a small ring of life energy that appears and floats somewhere on the battlefield within 5 meters of the Cleric's current position. If the Cleric or a party member makes contact with one of these rings, it will heal them by a small amount. Naturally, the rate at which healing rings can be generated is largely dependent on the Cleric's attack speed. [attr="class","skill"]Miracle Missile: Tier II Skill A light-elemental spell. For every target within 2 meters of the cleric, every 2 seconds, it shoots forth beam-like projectiles from the Cleric's body to quickly home in on the enemy's current position. Each individual bolt is somewhat below average in base damage, but accumulated unguarded hits will naturally result in a moderate amount of total damage. Because this skill fires automatically, offensive-oriented Clerics often charge straight into the enemy line, activate this skill, and then switch to a self-healing strategy. Beams dissipate after 5 seconds if they were unable to hit a target. This skill has a casting time of 3 seconds, a duration of 30 seconds, and a cooldown time of 1 minute. [attr="class","skill"]Righteous Exile: Tier II Skill The Cleric uses light magic to generate thin beams of energy to rise six feet vertically all around the target. This essentially forms a prison that restricts an enemy's movement. However, unlike other movement binding effects, this skill can be escaped by walking through the light beams. As one would expect, touching a single beam causes a sting of moderate light damage, so anyone brave or desperate enough to escape will likely be unable to remain unscathed. The beams disappear after ten seconds otherwise. This skill has a casting time of 3 seconds and a cooldown of 20 seconds. [attr="class","skill"]Soul Revival: Tier II Skill An evolution of Feedback Resonance, the Bard plays a high tone and causes a sound effect not unlike the sound of an electric guitar for a moment. This skill releases a shockwave from the Bard outward with a radius of two meters, dealing minor Lightning damage. Anything within this boundary has its balance thrown off for a few seconds, resulting in a forced stun effect for two seconds and an accuracy/evasion debuff for thirty seconds. Oddly enough, this sound effect is constant for all musical instruments used to activate the skill, so anyone can temporarily turn into a rock band for a split second. The status debuff classification of this skill is Slow. There is a ten second cooldown after each use of this skill, and any opponents affected by this skill's effect cannot be affected by its debuffs again for thirty seconds. [attr="class","skill"]Restoration Relic: Tier II Skill The Cleric imbues a moderate portion of their mana to create a small glowing statue onto the battlefield. Every three seconds, this statue automatically targets a random party member whose HP is less than full, healing them by a small amount. Take heed that the statue is fairly fragile and will shatter after it has taken sufficient damage, canceling this skill. This skill has a casting time of 5 seconds and a cooldown time of 10 seconds. Restoration Relics have a duration of 60 seconds. However, only one Restoration Relic buff may be active in a party at a time. [attr="class","skill"]Last Stand: Tier II Skill An Adventurer emergency skill that can be activated in tight situations to veil oneself in a red aura. While under the effects of this aura, if an attack would otherwise knock the Adventurer's HP down to 0, then they are left at 1 HP instead and this skill is immediately nullified. This effect does not protect against damage over time effects or debuffs such as poison. While under the effects of this skill, the Adventurer may not perform any other skills. Last Stand has a maximum duration of 10 seconds and a cooldown of 5 minutes. [attr="class","skill"]Healing Vortex: Tier II Skill A skill that gathers Anima around a specific position, causing it to swirl around and diffuse into the body of an ally in its center. The animation of this skill resembles a golden wind that gradually becomes stronger over time, eventually gaining in strength until it becomes a tornado. This skill may only heal one target and it will heal the target that is most center within the skill. As soon as the Cleric finishes charging the skill, the target is healed and the animation dissipates. True to its appearance, this skill starts off by healing the target slightly less than that of even the Tier I healing skills. However, if the Cleric is left to charge the skill, it will greatly heal the target's HP. This skill has a minimum casting time of 1.5 seconds and a maximum cast time of 8 seconds. A gust-like effect appears starting at 4 seconds and a tornado appears at 8 seconds. The gust heals three times the HP healed by the uncharged version while the tornado heals eight times the amount. The cooldown of this skill is 30 seconds. [attr="class","skill"]Judgment Ray: Tier III Skill A light-elemental spell that deals impressively high damage. The beam is fired in a straight line and originates from the Cleric's weapon, shooting forward like a laser beam and incinerating everything in its path. The beam's trajectory may be adjusted during this skill's duration to hit additional enemies. It's useful to note that this spell only damages foes and harmlessly phases through allies and non-hostile characters, so the Cleric will not have to worry about friendly fire. The main downside is that this skill consumes a high amount of mana, making it a skill for use when you really need to finish off an enemy. This skill has a casting time of 3 seconds, a maximum range of 10 meters, and a cooldown of 30 seconds. [attr="class","skill"]Angelic Circle: Tier III Skill A resurrection skill designed in the manner of a reactive healing spell. The activation of this skill generates a light blue circle at the target's feet, along with the animation of translucent feathers falling. This skill is used as a form of insurance for the target, placing a buff that immediately revives the target with 10% HP should their HP drop to 0. This buff lasts for 30 seconds. Because this skill reacts immediately, it is one of the few revival spells that can prevent the death of a Person of the Land when timed in advance. Know that while this can be a miraculous feat to use on a Person of the Land, this skill cannot prevent an inevitable death such as through natural causes. This skill has a casting time of 5 seconds and a cooldown of 120 seconds. [attr="class","skill"]Samaritan: Tier III Skill - A Cleric skill that utilizes the power of good karma in order to bring good fortune to the Cleric and their party. Through the power of altruism, a dedicated Cleric can easily stack their blessings and save it up for when they really need a decisive moment to help the party. This skill starts with 0 charges. Every time you successfully used a healing skill that affected at least one ally, Samaritan gains 1 charge. Samaritan may be activated at any time by selecting the amount of charges to be spent. For every 1 charge of Samaritan spent, the Cleric may reduce the current cooldown time of a skill by 2 seconds. If the Cleric should happen to drop to 0 HP while they still have charges in Samaritan, they will gradually lose 2 charges every second. Until Samaritan's charges are dropped to 0, the Cleric may still act by talking and performing healing skills on other party members. During this time, they are downed and may not attack, use items, or move from their current position. After Samaritan's charges drop to 0, the Cleric's death animation is activated and they can then be resurrected by a party member within 10 seconds or else respawn at their latest safe zone. Regardless of the amount of charges possessed by the Cleric, the maximum duration that a Cleric can stay in the downed state is 10 seconds. The activation of Samaritan adds 0.5 seconds to an affected spell's casting time. It has an instant casting time and no cooldown. [attr="class","skill"]Soothing Pyre: 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. The Cleric summons five small flames that appear surrounding their body in a small circle around them. The skill can be cast on multiple members of the party, or stack on a single player for bonus healing effects, depending on the number of charges used. The fires warmth injured spots on the target, and applies a heal over time effect. This skill has a cooldown of 30 seconds, a healing time of 10 seconds, and a casting time of 3 seconds. [attr="class","skill"]Cleric Placeholder: A Placeholder for the Cleric Main Class. Cash this in with a moderator when new skills are added! [attr="class","skill"]Cleric Placeholder: A Placeholder for the Cleric Main Class. Cash this in with a moderator when new skills are added! [attr="class","skill"]Cleric Placeholder: A Placeholder for the Cleric Main Class. Cash this in with a moderator when new skills are added! [attr="class","skill"]Cleric Placeholder: A Placeholder for the Cleric Main Class. Cash this in with a moderator when new skills are added! [attr="class","skill"]Cleric Placeholder: A Placeholder for the Cleric Main Class. Cash this in with a moderator when new skills are added! [attr="class","skill"]Cleric Placeholder: A Placeholder for the Cleric Main Class. Cash this in with a moderator when new skills are added! [attr="class","skill"]Iron Stomach: Not even food poisoning can stop a dedicated chef! This skill can be toggled, allowing chefs to become immune to status debuffs caused by drinks and food. They also passively recover from sickness status effects twice as quickly. [attr="class","skill"]Picnic: One of the joys of cooking is the ability to share it with others. When this skill is toggled and the Chef summons a food item, it is duplicated among all party members. Duplicated food items share the same effect, but disappear after a minute if not eaten before then. This skill has a cooldown time of 30 seconds after each activation. [attr="class","skill"]L21 Chef skill: Tier II Skill Placeholder [attr="class","skill"]L31 Chef Skill: Teir III Skill Placeholder [attr="class","skill"]L41 Chef Skill: Flavor Adventure: A truly experienced Chef is able to turn even the oddest food combinations into something that is appealing to the eye and taste. When this skill is used, the Chef may select 3 food or drink items from their inventory. Those items are consumed for the duration of the thread and the Chef receives an item that is a composite of all three dishes' effects. If a dish's effect would otherwise be identical to another dish's effect, the effects will stack. This skill has a casting time of 5 seconds and a cooldown of 60 seconds. [attr="class","skill"]L51 Chef Skill: Flavor of Love: Any dish cooked with love will always turn out better! Effects of any food item crafted by the Chef have their duration doubled and benefits increased by 50% as long as the Chef is participating in that thread. When the Chef performs a craft in any craft thread (cannot be a speed craft), the Chef may apply this skill as a bonus to increase the level of the item by 5. This skill may boost an item's level past their own crafting level. No item can be boosted past Level 90 by this effect. If the item's level is 90 before this effect is applied, the Chef's Material Fees are reduced by 25% instead when performing this craft in a craft thread. [attr="class","skill"]Busybody: The housekeeper can produce Level 1-5 items as though they were a Chef, Tailor, or Woodcrafter. If the housekeeper's crafting subclass is one of these classes, then they are able to craft items 5 levels higher than their crafting class's level. Placeholder Housekeeper level 21.Feng Shui: The Housekeeper's talent to organize a room for maximum space efficiency yet with an aesthetically pleasing appearance is unparalleled. Increase the number of Furniture and Decorations you can place in a Guild or Personal Housing's room by 1. [attr="class","skill"] [attr="class","skill"] [attr="class","skill"] [attr="class","h3"]Equipment [attr="class","b2"] [attr="class","skill"]Armor: Under Armor of Life: – Level 25. A pink, leather armor with a darker pink lining made to be a full body turtleneck and shorts combination with full length arms. Created especially for support clerics who have a great sense of fashion! A stylized F is sewn into the inside of the armor to denote the crafter. Effect: HP Increase [attr="class","skill"]Left Hand: Star-Crossed Lovers -- Level 51 -- A long, slender, and curvy Dark Blue colored Staff which has been crafted and forged for only the purest of hearts. It stands a five feet, seven inches and has many wavy, vine-like swirls around the top and the base of the staff, giving it a very unique and personalized look. The Staff is tall and is meant to be used both as an actual magical amplifier as well as a support tool, helping the user remain standing should they be hurt or suddenly fatigued during combat. Yet, this staff is not your usual tool for battle. At the core of the metal rests a powerful spectral being, and this being enhances the magic abilities of the users. This being links itself to the first person who uses the weapon, syncing not only with their minds, but their souls. Should the owner feel any sort of frightened or upset emotion, the staff will begin to glow a deep blue color, alerting others of the distress that may be felt. The staff also glows during actual combat use, reflecting the magical flow of the user. As mana is being gathered and a spell is being used, the staff will shimmer. [Reforge Effect: Magic Damage Increase: 25%] [attr="class","skill"]Right Hand: Star-Crossed Lovers [attr="class","skill"]Accessory#1: Scholar's Charm: Level 20 accessory. A piece of cloth where one would write messages of good luck and encouragement, tie the cloth in an intricate manner, and then attach it to the body in various ways include as a bracelet or hair accessory. While they are no longer allowed due to accusations of cheating going on, it is still a common tradition to make them. An insignia of a parasol has been sewn into the inner lining to denote the crafter. Reforge effect: Anima Blade cooldown decrease (2 seconds) [attr="class","skill"]Accessory#2: Ribbon of Superior Mana: Level 25. A long red ribbon, used to tie up hair. Effect: MP Cost Reduction [attr="class","skill"]Accessory#3: Kimono of Casting: Level 25. A grey and light blue Kimono made of cloth, with decorative pink flowers and a dark blue wrap. Created for support clerics who wish to show off their Asian persuasion! A stylized F is sewn on the inside of the kimono to denote the crafter. Effect: Animation/Cast Time Reduction [attr="class","skill"]Accessory#4: High Boots of Lucky Strikes: Level 25. High black boots made of leather, with a 2 inch heel that reaches above the knee. Created for support clerics who don't need that extra boost, but definitely want it! A stylized F is sewn on the inner side of the tongue to denote the crafter. Effect: Damage Increase for Anima Blade [attr="class","h3"]Inventory [attr="class","b2"] Lil Ricotta: Level 90. The Lil Ricotta is a terracotta figure in the shape of a Brier Weasel. Upon its back and head, lies a layer of plush greenery. Its tail is entwined with preserved vines, covered in prickly thorns. Be careful when handling! And please try to keep Lil Ricotta watered, else he will shrivel up. On the bottom of the Chia Pet is a message, wishing Kittygrey a Merry Christmas. [+ 3 CUL] EMPATHION OF INGENUITY: Lv1 accessory. You found that delivering the items to the mysterious Executive Chef caused a mysterious gemstone necklace to appear in your possession. It resembles an emerald in appearance but the gemstone itself phases through to the touch as though it were an optical illusion. Is the banquet a stage to something bigger? Cannot be reforged or enchanted. When this item is equipped, it applies a crafting bonus of +1 toward a craft's final item level. AP Potion (5 AP): A potion for 5 AP. Use it in the Market Center. 5 x Lesser Mana Potion: A recipe by Capsule. A basic mana potion that restores 10 MP. It's good for lower levels, but lacks the oomph higher levels need. 3 x Roast Beef Sandwich (L1): A simple sandwich made with roasted beef and Swiss cheese on a six inch bun. 2 x Medium- rare Steak Burger: A level one burger made with ground steak cooked to medium- rare perfection, garnished with a slice of tomato, some lettuce and seasoned with a barbeque sauce for added taste in the middle of a sesame seed bun. 7 x Smores: A level one treat made with chocolate, marshmallows and yummy graham crackers. A must have for days at the beach and camping trips! Sergeant – A medium-sized plushy that looks like a cat with white fur, a green hat with a blue feather sticking out of it, a red scarf, and a reeded blowgun held in the right hand. The Sergeant also carries a green backpack on its back. On the right hand, there is a hook sewn into it so that it can clasp onto something. Kitsune – A medium-sized plushy that looks like a female with fox ears and nine tails. The fox ears are black in color and the tails are white in color. It looks very similar to what Fox-Tails look like. Kitsune wears a red blouse with a white skirt. The dress is embellished with gold designs and has a long tassel that comes from the center of the blouse and holds a bell. She carries blue orb in her left hand has a clasp in the right hand. It looks as if a certain hook can latch to the clasp in this hand. 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. Puffs: A flavorful pastry puff filled with a vanilla pudding and decorated with a sweet chocolate syrup in random but cute designs, such as swirls and polka dots. Gives a small restoration to both MP and HP for levels 10 and up. Valentine Cupcakes: Vanilla cupcakes wrapped in white paper with small pink hearts drawn on it, made especially for the season of love and topped with white icing on one half and pink icing on the other in a swirl at the top with a small pink sugar heart placed in the middle. The perfect gift for a sweet heart with a sweet tooth! Trickster's Hat: Lv10 vanity clothing. A pumpkin-shaped hood of the Trickster. While he never revealed him in the end, he leaves behind the spirit of Halloween. Part of the Trickster Set. - 1 Trickster Vanity Item: A small orange pumpkin animation floats about the user, spinning around their body aesthetically. - 2 Trickster Vanity Item: A small orange laughing jack-o-lantern animation floats about the user, spinning around their body aesthetically. - 3 Trickster Vanity Item: A small orange laughing jack-o-lantern animation, covered in purple flames, floats about the user, spinning around their body aesthetically. Trickster's Robe: Lv10 vanity clothing. A raggedy black robe of the Trickster. While he never revealed him in the end, he leaves behind the spirit of Halloween. Part of the Trickster Set. - 1 Trickster Vanity Item: A small orange pumpkin animation floats about the user, spinning around their body aesthetically. - 2 Trickster Vanity Item: A small orange laughing jack-o-lantern animation floats about the user, spinning around their body aesthetically. - 3 Trickster Vanity Item: A small orange laughing jack-o-lantern animation, covered in purple flames, floats about the user, spinning around their body aesthetically. Revolutionary French Maid: Level 20 vanity clothing. "No maids outfit this time?" - Capsule Take a classic French Maid costume, dip it in rainbows and sparkles, and you'll get this modern new design that's bound to leave mouths gaping. Where the usual design features a black and white color scheme, this uniform features bright pink in place of the dark color. It is a one-piece dress with dual-layer ruffles and a polka-dot design on the shoulders and lower layer dresspiece. An insignia of a parasol has been sewn into the inner lining to denote the crafter. Ribbon Collar: Level 20 accessory. "The Valentine’s Day colored ribbons were just far too bright and frilly that he couldn’t stand looking at them for too long." - Saber (Narrative) A neck accessory that was designed to match the Revolutionary French Maid costume, but otherwise its cute design can go with just about anything. This choker made of white lace has an intricate flowery design, and the ribbon bow attached to the collar's front gives it an extra layer of adorable formality. An insignia of a parasol has been sewn into the inner lining to denote the crafter. Reforge: Passively increases the wearer's movement speed by 5%. Amber Scholar's Gown: Level 10 vanity equipment. Laelia Plumetale, due to living her whole life in the Lune Seaport, had enjoyed hearing about the Amber Scholar's competition every year and decided to start her own. In a similar style as the official event's participation rewards, she then crafted clothing that resembles black graduation gowns. The more colored notches attached to the end of one's mortarboard, the more questions the challenger was said to get right. It was commonly a sign of good luck to wear ones' old gowns to an examination in hopes of receiving a higher score for the year. An insignia of a parasol has been sewn into the inner lining to denote the crafter. Amberbound School Uniform: Level 20 vanity equipment. Laelia Plumetale, due to living her whole life in the Lune Seaport, had enjoyed hearing about the Amber Scholar's competition every year and decided to start her own. Much as there were schools that taught their students to particularly study for specific material for the examination, the Amberbound School Uniform is a reference to the common style of these uniforms. It consists of a black blazer and pants or a skirt. An insignia of a parasol has been sewn into the inner lining to denote the crafter. Stockings of Superior Mana: Level 25. A pair of stockings matching the lighter color of pink of the under armor. These stockings reach mid- thigh high and are made of cloth, versus leather. Created for support clerics who are a 'school girl' at heart! Effect: MP Cost Reduction |
[attr="class","ws"] [attr="class","h"]Change Log [attr="class","b"]MM/DD/YYYY 11/29/2014 Added additional Starting Skills 03/01/2015 -- Switched Animal Trainer to Housekeeper upon approval of Animal Trainer Lv 31 > Housekeeper Lv 1 -- Amaterasu |
Coded By Archetype=Luna
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