Post by Capsule on Jan 11, 2014 2:42:42 GMT
[attr="class","ws"] [attr="class","h"]CAPSULE [attr="class","fc"] [attr="class","bi"]REAL NAME: Meike Pfeiffer [attr="class","bi2"]REAL GENDER: Female [attr="class","bi2"]GENDER: Female [attr="class","bi2"]AGE: 22 [attr="class","bi2"]SEXUALITY: Androsexual [attr="class","bi2"]FACE-CLAIM: Robin Soloviev, FISHEYE PLACEBO [attr="class","bi2"]PLAYED BY: Benetnasch [attr="class","h2"]Appearance [attr="class","b"] Full body image Tongue emblem Real appearance: Meike is your typical ginger: pale skinned, freckled, and green eyed. She is 5'2 in stature, lean, husky of voice, and androgynous enough to pass as male if she tries. Her usual attire consists of baggy cargo pants, sneakers, and t-shirts. In-game appearance: Since taking the Appearance Reversion Potion, Capsule now closely resembles her body from the old world… which means that she went from being 5'9 in-game, to her true height of 5'2. Her most striking features are still her red hair and green eyes, the former of which is long in the front, but cropped closer to the nape of her neck in the back. She has a tendency to pin the long strands back and cover her head with a hat or hood, though this is mostly only done when working or out on the field. Her choice of armor and vanity gear favors gender neutrality and comfort. Overall, her usual get up (and boyish frame) is usually masculine in appearance, causing quite a few people to mistake her for a teenage boy. [attr="class","h3"]Personality [attr="class","b"] A rather laid back individual, Meike is not someone who can be easily goaded into a fight, nor does she bother with keeping grudges. The extent of her refusing to acknowledge the ill behavior of another person borders on apathy; negative emotions are not ones she cares to pay mind to, unless they put her in immediate danger. Even if the other party wishes her harm, she is far more likely to try and restrain them or withdraw to a safe distance until they can calm down. This is someone who could be described as pacifistic by nature, mostly because she is aware of her own physical weakness. Unlike a true pacifist, though, she is not opposed to allowing a third party to intervene and inflict damage on her behalf. In her mind, it does not matter if it is not directly affecting her. Despite the amount of indifference she may radiate at times, Meike does care quite dearly for the people she considers friends and family, but not to the point of freely showing it in public. The use of a supportive skill or proffered concoction is just one of the ways she shows affection. Frankly, if her opinion of a person is lower than dirt, she sees little purpose in expending a bit of MP for their sake. It shows in her speech patterns, as well. Her default tone is rather cool and sarcastic, but even more so for those she thinks little of. It is a bit subtle, however, since too much snark can draw unwanted attention to herself. So unless there’s someone else around to back her up, she keeps the nastier thoughts to herself. [attr="class","h3"]History [attr="class","b"] As the fifth child and only daughter of a domineering father and submissive mother, Meike learned at a very young age the meaning of "walking on eggshells." Her father wasn't a necessarily abusive man, but Aldelric Pfeiffer was someone she would quietly refer to her brothers as the "boogeyman". His curt words and strict rulings could hurt worse than any slap to the rear end, and kindness was almost a foreign concept altogether to him. His face always seemed to be scowling no matter what he did, and his voice was just as gruff. The man looked like an angry bear just waiting to snap, so it only made sense that his children would grow up cowed and intimidated by just the mere mention of his name. By merit of their sex, her brothers were a bit more fortunate than she, as in they held more freedoms and were privy to the usual double standards. Meike stuck close to her mother's side and learned how to knit, sew, cook and clean, "just like a woman should". She wasn't allowed to roughhouse or play contact sports like her brothers, since her father scoffed at women "attempting to emulate male pursuits." "Womanly duties" and learning were instilled within her, but only the ideals of furthering education were placed within her brothers' heads. She was only expected to do well until she was permitted to graduate from high school, and nothing more. Meike felt stifled within the small apartment they called home, but she was able to express herself well enough with her artwork, and could get herself lost in a good book when times felt down. Her hobby of excessive reading was something her father would call another man a sissy for doing, but it would have been redundant if used on his daughter. That little "logic" of his thankfully shielded the girl from much harassment, not that it mattered in the long run. Whenever she felt pressured by him, she would zone out and daydream about the current book she was reading until he lost interest or finished his little tirade. This act of escapism did not stop at literature, either. Meike was introduced to video games by her brothers at a later age, and took a surprising shine to them. Like with her books, she could take on the role of a fictional person or creature and go on great adventures or solve mysteries. What she loved in particular were games that relied heavily on strategy, as well as roleplaying games. These were habits she was largely forced to put on hold after the need to take on several jobs popped up during her last year of schooling. Three of her brothers were away in college or settling into their own careers when their father gravely injured his leg. It would take at least a year for him to recover, which felt like ages to the two youngest siblings and their mother. The man was beyond irate since he could barely walk, often taking his frustrations out by way of swinging his fists at the person nearest him. With the amount of tenacity he possessed, the man was able to recover in a span of eight months. By that time, Meike had accumulated enough funds to move out and sustain herself for a few months. Her next few years were spent in a shoddy, one room apartment, supported by whatever low minimum wage jobs she could find. Anyone looking in from the outside would have called her life bleak, but the only difference she saw between her current and previous life was the lack of a controlling father breathing down her neck. She was content with her life in the small flat, and supplemented loneliness with novels and the occasional video game. MMOs eventually caught her attention, but none of them held her attention quite like Elder Tale did. She experienced no regrets or grief when the Catastrophe struck. To Meike, living in the world of Elder Tale was better than coming home from her series of dead end jobs and waiting for something spectacular to happen. [attr="class","h3"]Extra [attr="class","b"]- Meike was born and raised in Dresden, Germany. - She has a love for puzzles, especially assembly, combination, disentanglement and interlocking puzzles. - Although she is rather meek outside of the game, she comes off as more assertive. - Baby back ribs are delicious. - Can be dangerously submissive if she allows herself to be. - Chose the IGN Capsule in reference to Akira and the band. - Quite susceptible to the sounds of smooth jazz. |
[attr="class","ws"] [attr="class","h"]statistics and inventory [attr="class","fc"] [attr="class","bi3"]RACE: Half-Alv [attr="class","bi4"]CLASS: Enchanter [attr="class","bi4"]SUBCLASS: Courier [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"]+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"]Inversion: A spell with a quick cast time and low cooldown. It 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. [attr="class","skill"]Keen Edge: 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. [attr="class","skill"]Astral Bind: 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. [attr="class","skill"]Magic Light: The user summons a bright ball of light. This spell has no real offensive properties and is mostly just used for illuminating a dark area. One particularly characteristic about the Magic Light is its face, which changes expression in a way mimicking its owner. It's often voted consistently near the top of annual Elder Tale "Which of these summons would make a good plushie for Elder Tale to sell as merchandise" polls. [attr="class","skill"]Nightmare Sphere: 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. [attr="class","skill"]Mind Shock: A spell that launches a single orb to cause minor damage and disorientation on nearby opponents. While under the effect of this spell, the side-directional movements of an opponent are reversed - attempting to jump to the right causes the body to jump to the left instead. Because of this, targets have their accuracy and evasion partially compromised. Mind Shock's cooldown time is three minutes, making it a usually one-time spell in most battle situations. This skill's debuff classification is Mind. [attr="class","skill"]Pulse Bullet: 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 near-instant 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 Torment: A skill with a cast time of one second and subsequent cooldown of five seconds. 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. [attr="class","skill"]Electrical Fuzz: This spell attaches a small electrical orb to all nearby enemies, brightly illuminates their figure and irritating their vision. Targets take extremely minor electric damage every few seconds. Rather than being used as a damage dealing skill, Electrical Fuzz is mostly used for utility in order to keep the party aware of the enemy's positions. This makes it very helpful to keep track of evasive classes, such as Assassins. [attr="class","skill"]Tongue of Nature: Tier I Adventurer Skill 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 understand and communicate with animals and monsters. 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 and Druid classes are more aligned with the power of nature and thus gain higher success rates at using this skill. Monsters at a lower level compared to the user's highest class level also are easier to communicate with. [attr="class","skill"]Fall Defense: Tier I Adventurer Skill A toggle skill that is acquired by the character's natural reflexes and physical coordination. By knowing the most effective ways to recover from a fall while sustaining as little damage as possible, these characters take 20% less damage from fall damage occurring from falls at heights of 3 meters or higher. This reduction changes to 30% when the character reaches Level 30, 40% at Level 60, and 50% at Level 90. [attr="class","skill"]Form Shift: Tier I Adventurer 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"]Mythic Script: Tier I Adventurer Skill A toggle skill that uses a negligible amount of mana when it is activated. A skill that allows characters to write messages using pure mana. This message normally lasts for roughly a day before dissipating into the atmosphere. However, if the message is not exposed to the elements, such as within the bindings of a book, it is possible to preserve a message for months or even years. Taking this skill allows one to see these messages as well, for they are normally invisible to the untrained eye. It has been hypothesized that Ancient Age grimoires are composed from prayers and incantations written in mana onto paper that has been specifically designed to preserve its presence. Keep in mind that although this skill allows one to read writings in mana, it does not help with comprehension. [attr="class","skill"]Hearing Aptitude: Tier I Adventurer Skill A toggle skill that improves the character's hearing perception. Whispers can be heard from about 2 meters away, conversations can be heard up to 10 meters away, and the hearing range of the most distant sounds are doubled. It is a very effective skill for the sake of gathering intel and eavesdropping. [attr="class","skill"]Fireball Pitch: Tier I Adventurer Skill A quick and easy fire-based magic spell, summoning a small fireball in the palm of one's hand. It is warm to the touch when handled by the caster but burningly volatile when thrown. A successful direct hit inflicts light fire damage to the target. Unlike other spells, it is manually thrown at targets rather than automatically flying toward them. This comes with a number of benefits and disadvantages. Obviously, this skill requires accurate aim and dexterity. On the other hand, it provides for customized control and timing and its projectile speed is increased when thrown with high velocity. Due to the aesthetics and nature of this skill, Adventurers often throw these fireballs as if they were baseballs. Rumor has it that such a baseball tournament was started in the North American server as a peacekeeping event. This skill has a casting time of 1 second and a cooldown of 5 seconds. The cooldown is increased to 10 seconds if used by a non-mage class. [attr="class","skill"]Prismatic Laser: Tier II Adventurer Skill The elementals are all interconnected with one another, and a well-experienced mage should be able to harness their power even from their purest forms. This skill causes mana to condense and materialize, creating a white sphere of light above the caster. Then, after a second, this sphere will split into eight different-colored beams which scatter in opposite directions. Red beams deal fire damage, purple deals ice, yellow deals lightning, brown deals earth, green deals wind, blue deals water, white deals light, and black deals darkness. Once casted, the beams will scatter and strike the ground at equal distances of about five feet away. While this skill is rather visually pleasing, it is rather difficult to aim and use properly. This skill has a casting time of 1 second and a cooldown of 15 seconds. This cooldown is increased to 30 seconds for non-mage classes. [attr="class","skill"]Magi Howling: Tier II Enchanter 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. [attr="class","skill"]Thorn Bind Hostage: Tier II Enchanter 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. [attr="class","skill"]Gehenna Swarm: Tier II Enchanter Skill The Enchanter conducts dark magic from their weapon and creates three magic orb projectiles. These orbs can be used as a defensive method, automatically targeting and moving toward any opponent that gets too close. Alternately, it can be used to lock onto and slowly follow any particular opponent to place constant pressure on the foe. These orbs cannot be dissipated by any means other than magical barriers or physical contact by an enemy, at which it will explode to deal minor damage and place a temporary curse effect on the target. Their stats will be lowered by 10% for 30 seconds, and this debuff does not stack. This skill is dark elemental, has a casting time of 2 seconds, and a cooldown of 20 seconds. [attr="class","skill"]Prana Drain: Tier II Enchanter Skill An Enchanter skill that is performed by pointing one's open palm toward the target while concentrating dark magic. The target starts to release a black mist from their body as their HP is gradually reduced and distributed to the Enchanter. The speed of HP draining is roughly around 100 HP every second and lasts as long as the Enchanter can successfully maintain the skill. As such, while this skill is obviously more damaging on opponents with lower HP, it is most effective on targets with low mobility. The maximum distance of effect for this skill is 5 meters. This skill is dark elemental and has a cooldown time of 30 seconds after this skill is canceled. [attr="class","skill"]Cast-On Beat: Tier II Enchanter Skill A spell that reduces the cooldown of spells used by the target for two 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. [attr="class","skill"]Astral Wall: Tier II Enchanter 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 0.5 seconds, its duration is 10 seconds, and its cooldown time is 15 seconds. [attr="class","skill"]Ethereal Port: Tier II Skill This spell has several names like "Noob Saver" or "Trollport" from when Elder Tale was still a game. It is a skill that can only target a character in plain view and within 10 meters of the caster, making the target's body glow with a brief white silhouette before teleporting a meter in front of the Enchanter. This allows the skill to work as an emergency method for saving a party member from an otherwise unfortunate accident or attack, while also serving as an effective enemy control skill if used on a foe. It is rumored that some malicious pranksters also enjoy using this skill on a teammate right up against the edge of a cliff. You should probably find better friends than these guys. Ethereal Port has a casting time of 2 seconds, increasing to 5 seconds if used on an enemy. This skill has a cooldown of 30 seconds. [attr="class","skill"]Paradigm Shift: Tier II Enchanter Skill In the world of Elder Tale, there are a large number of self-casted skills and abilities. Enchanters, being masters of supporting, can manage abilities that would otherwise be exclusive toward individual classes. The Enchanter that uses this skill chooses a caster and a target. The first time this skill is activated in a party, a dialog window will appear to confirm whether both parties agree to this skill effect transfer. This window can be set to automatically accept skill transfer requests during subsequent castings. Provided both parties agree, this skill changes the 'owner' of the skill or buff from the caster to the target. In the simplest case, one could change the owner of the 'Magic Light' skill such that it mimicked the target instead. In a more advanced usage, it is possible to cause the Cleric's Miracle Missile ability to be sourced from another player instead or cause the Swashbuckler's Pocket Aces skill to affect the weapons of a Samurai. The targeted player is considered the new owner, in the case of buffs continually being passed around. Associated costs of upkeeping the swapped skill effect is still dependent upon the original owner. This skill has a casting time of 2 seconds and a cooldown of 10 seconds. [attr="class","skill"]Metaconscious Meteor: Tier III Enchanter Skill An attack of dark magic nature that generates meteor-like projectiles using remnant psyche in the surrounding atmosphere. These projectiles end up resonating with strong emotions and therefore appear to be stronger in areas of high aggression or excitement, such as a battleground or arena. Nevertheless, if these meteors should make contact with an enemy, it will cause a painfully burning sensation that will linger for quite some time. The only difference is that no physical wounds are left on the target and that it is purely psychological. Damage dealt by this attack is therefore applied as damage to the target's maximum MP, reducing it for the next two minutes. The casting time of this skill is 2 seconds and its cooldown is 10 seconds, making it quite possible to greatly reduce a target's MP with successive stacking of this effect. This skill is considered to be a Mind debuff. If the debuff should be canceled by a skill or item effect, all stacks are canceled. [attr="class","skill"]Force of Infinity: Tier III Enchanter Skill A high-ranked Enchanter support skill that can be used to target the Enchanter or a party member. For the next 15 seconds, the target glows in a golden aura and is considered to have infinite MP. This duration increases to 20 seconds at Level 90. This skill produces dramatic results when used on classes such as Sorcerers or Assassins which boast some of the highest damage potential but suffer from a limited MP supply. The recipient must be careful, however - repeated uses of high damaging skills have the tendency to generate an unparalleled amount of aggro from enemies, which can possibly result in unmanageable mob formations if the enemy is not immediately dispatched. After Force of Infinity wears off, the target suffers a great amount of fatigue, lowering all their stats by 25% for about 30 seconds. This skill has a casting time of 3 seconds and a cooldown of 90 seconds. [attr="class","skill"]Lunacy Metronome: 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. Summon the power of the moon to drive enemies in a range around you into a trance. This skill is an AoE ability that bars all movement and actions from enemies of Strong-class or lower. The spell also has a minor effect on stronger monsters and characters as well, making their skill casting and animation times last about 0.25 seconds longer due to a loss of concentration. The skill puts affected enemies into a trance for 10 seconds, and they snap back to reality once hit by an attack or when the skill wears off. This skill has a cooldown of 2 minutes, a range of 10 meters, and a casting time of 3 seconds. [attr="class","skill"]Force Speed: Tier III Skill An Enchanter party buff skill that reduces the cooldown time of all skills currently on cooldown for the entire party by 20% of its maximum. For example, a skill with a maximum cooldown of 60 seconds and 20 seconds remaining in its cooldown will have its current cooldown time reduced to 8 seconds. If Force Speed affects a skill that has a normal cooldown time of 10 seconds or less, that skill is immediately off cooldown. Upon activation, targeted party members will experience a faint glowing effect and any affected skills will become highlighted in red in the skills menu. Force Speed is a particularly effective skill to use during a large-scale fight, when even the activation of a single skill can make a significant difference. Force Speed's casting time is 3 seconds and its cooldown time is 60 seconds. Force Speed may not benefit from any effects that reduce cooldown times including its own effect. [attr="class","skill"]Karma Drive: Tier II Skill A technique where the Enchanter shoots a faint white-blue beam toward a target. Any enemy struck by this skill has a 10% increased chance to receive a critical hit when damaged, doubling the damage of the attack. Additionally, whenever the Enchanter or a party member damages the target with a critical hit, they regain a small amount of MP in the process. Karma Drive has a casting time of 2 seconds, a duration of 30 seconds, and a cooldown of 45 seconds. [attr="class","skill"]Astral Parallelism: Tier III Enchanter Skill Astral Parallelism is a spell that temporarily harnesses the power of the universe in order to create a parallel dimension. The Enchanter casts this spell upon an ally or themselves along with an opposing enemy, causing two white orbs to be released and sent forward toward the two targets. Upon being struck by the spell, the two targets will turn semi-transparent for 30 seconds. For the duration of this spell, any skills performed by either character may only target the other. Both characters will take 50% damage from any attacks coming from another character. Area of effect damage will also only affect the single target, but any damage taken from area of effect skills will be doubled. If one character should be defeated before the spell's effect wear off, it is automatically canceled at that time. This skill has a casting time of 5 seconds and a cooldown of 120 seconds. [attr="class","skill"]Dystopian Vice: Tier II Enchanter Skill A skill with a cast time of 2 seconds, placing a black aura around the target and extending the duration of Astral skills for five seconds. Additionally, a lock emerges from the mist and floats in front of the target's heart for 10 seconds. The aura itself lasts for 30 seconds, and there is a 60 second cooldown from the moment it is cast. At the moment the lock appears, the Enchanter can announce the name of any skill in the target's skill list. That skill is disabled for the duration of Dystopian Vice's effect. For those without abilities akin to that of a Scholar, the characteristics of this skill makes it difficult to use unless the Enchanter has extensive knowledge about the target. Only one Dystopian Vice skill can be active on the same effect at any time. [attr="class","skill"]Magical Vector: Tier II Enchanter 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"]Detox: Pharmacists have developed a certain resistance around drugs and are immune to status debuffs caused by potions. Additionally, they recover twice as fast from poison status effects. [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","skill"]MTM Mastery: Known uncommonly by its full name of Medication Therapy Management Mastery, this skill is the Pharmacist's ability to manage their patients and party members' well-being when using potions. As long as a character has less than 5 Toxicity in a thread and the Pharmacist is participating in that thread, the effects of potions crafted by the Pharmacist are raised by 50% in potency and have their duration doubled, if available. MTM Mastery may only affect one potion per character at a time. When its effect is activated, MTM Mastery for that specific character enters a cooldown of 10 seconds. [attr="class","skill"]Controlled Substance: A Pharmacist has the ability to beckon mana to change the composition of specific potions, rendering them ineffective when used. When this skill is activated, the Pharmacist may declare the name of any potion. That potion loses its effect for the next 30 seconds, so drinking it will result in no effect. This skill affects all potions of the same name within a range of 5 meters. This skill has a casting time of 1 second and a cooldown of 60 seconds. Of course, this means that the skill can also be used to augment a craft. When calculating a crafted item's quality by calculating the average value of crafting materials, the Pharmacist may eliminate the lowest leveled material from this calculation. The material is still consumed by the craft, however. [attr="class","skill"]L61 Pharmacist Skill: Placeholder [attr="class","skill"]L71 Pharmacist Skill: Placeholder [attr="class","skill"] [attr="class","skill"] [attr="class","skill"]Scout: The Animal Trainer attempts to recruit a monster to their cause in order to create a temporary partner. This is often done by approaching the monster without startling or aggravating it. If performed successfully, a tamed monster will fight by the Trainer's side for a few minutes before control is lost and the monster returns to the environment. Certain situations might make this duration last longer or shorter; acts of kindness toward the tamed monster will make it stick around for longer, while excessive demand will make the Trainer quickly lose favor with the monster. Only one monster can be tamed at a time at the early levels. [attr="class","skill"]Domesticize: This skill allows the Animal Trainer to tame a monster to an extent where it becomes a full-fledged companion. The Animal Trainer is allowed one slot in the menu for a monster summon, where tapping this slot allows for the summoning and desummoning of the monster. After a monster is summoned, no other monsters can be summoned. After it is desummoned, that particular monster cannot be resummoned for a full minute. If a monster is defeated in battle, it is permanently removed from the slot. [attr="class","skill"]Pacify: One of the most important talents of an Animal Trainer is the ability to calm wild creatures and slowly gain their trust. Pacify can be said to be the Animal Trainer counterpart of the Courtesan's Allure skill - it can be toggled to cause a change in all nearby monsters' behavior. The Animal Trainer's monster slot limit is passively increased by 1. Monsters of a Docile and Curious nature become Friendly, allowing them to be tamed with a greater success rate. Monsters of a Cowardly or Wary nature become Docile. Monsters of Predatory or Aggressive nature become Wary. Keep in mind that monsters of the Sentient nature are unaffected by this skill. This skill has a maximum duration of 30 seconds and a cooldown of 10 seconds after it has worn off or was forcibly terminated. [attr="class","skill"]L31 Animal Trainer Skill: Placeholder [attr="class","skill"]L41 Animal Trainer Skill: Placeholder [attr="class","skill"]L51 Animal Trainer Skill: Placeholder [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. Call of Home only needs to be purchased once in order to add it to your skill list. Please post in the Market Center to add it to your profile. [attr="class","h3"]Equipment [attr="class","b2"] [attr="class","skill"]Armor: Demonica of the Black Samurai -- Level 90 Cloth Armor -- A form fitting and lightweight combat suit, designed with comfort and flexibility in mind. It comes in varying shades of black and gray, and sufficiently covers the wearer from neck to ankles. It has been reinforced on the outer thighs, shins, arms, and hands in an attempt to give the wearer extra protection. Two rectangular, red patches adorn each shoulder, and a pair of sturdy, black combat boots protect the feet. Reforges: Gehenna Swarm's cooldown decreased by 9 seconds (Reduces cooldown by 0.1 seconds per reforge level, max reduction: 50% total cooldown.) [attr="class","skill"]Left Hand: Solace -- Level 90 One-Handed Sword -- The caress of a woman's soft hand cools even the hottest of souls, their tender and thin fingers bringing even demons to their knees. The power behind a light, feathery hand makes their seductive touch a woman's greatest weapon. The danger in that touch is hidden within the grey blade of this sword; a weapon forged in the fires to expose and take advantage of the enemy's critical strike zones. The gentle curve at the back of the sword reflects that of the woman's soft skin, the sharpened point is the well-kept nail on the finger, and the blade is the last mistake the enemy will ever make. Many say Courtesans have mastered the seductive touch, but this is different. The feeling this blade gives off is the one of consolation in the moment on one's last breath. This blade can be classified as a scimitar because of its shape, but it is no normal scimitar; it is longer than usual, but not so long as to require two hands. Instead, this weapon is actually long enough to be a one-and-a-half hand variation of the blade. It is short enough to be held with one hand, but the extra length allows it to be used with two should more power be required behind a swing. The bottom 'bladed' side of the weapon curves deeply, giving the weapon a large amount of surface area, giving it some weight to it to allow for heavier blows. The back of the blade curves slightly as well, making the entire metal sword end flow. This 'flow' allows for fluid motions when swinging the sword and does not catch on the wind as easily as other swords; this helps the user chain attacks together while slicing their enemies into mincemeat without using a large amount of energy. The blade is tempered to be a black color on the back, but slowly brightens to a dark gray on the edge. The hilt is a pitch black color with a silver fabric crossing to protect the user's hand from the bare, rough handle. Dangling off the hilt, a blood red tassel dangles. Beneath where the tassel latches, the Funeral Parlor emblem has been burned onto the pommel. Along both sides of the scimitar, near the back of the blade, the words "I will carry you to your death" have been inscribed in Latin. [attr="class","skill"]Right Hand: Nefelibata: Level sixty-one. “A cloud walker; One who lives in the cloud of their own imagination or dreams, or one who does not abide by the precepts of society, literature, or art.“ This ball in particular is cerulean in color, though white wisps often cloud the surface, giving it the resemblance of a cloudy day. Sometimes it turns a deeper shade of blue, as if imitating night or a rainy day. This change is independent of the weather, and may actually coincide with the emotions of the user. Or maybe it is merely coincidental. Who knows? It has a small shooting star engraved on one side, to denote the crafter. [attr="class","skill"]The Anguish of Al Saiduq -- Level 50 Cloth Accessory -- A snood with a red and black striped pattern. Like all snoods, it can be left hanging around the neck like a scarf, or pulled over the head like a hood, where it partially conceals the face. Reforges: Metaconscious Meteor cooldown reduced by 5 seconds (Reduces cooldown by 0.1 seconds per reforge level, max reduction: 50% total cooldown.) [attr="class","skill"]Jack Frost Strap (L40) by 黒: A thin cord of chains with a charm at the end. The charm consists of a cheery little snow elf, along with a small hook for applying equally small items, like keys, or say, a whistle. Effect: Astral Wall's duration increased by 4 seconds. [attr="class","skill"]Burroughs -- Level 50 Cloth Accessory -- A dark grey gauntlet that covers the forearm of the wearer. The design of the gauntlet gives the impression of doubling as a communication device, but these are merely aesthetics. Reforges: Pacify's cooldown reduced by 5 seconds. (Reduces cooldown by 0.1 seconds per reforge level, max reduction: 50% total cooldown.) [attr="class","skill"]Requiem -- Level 50 Cloth Accessory -- A black trench coat, specifically tailored with winter in mind. The interior of this coat is lightly layered with fleece for insulation, and hosts a number of hidden pockets for potions and the like. The exterior boasts a sleek appearance, suitable for not only repelling rain, but blocking out harsh winds, as well. It has two deep pockets on either hip, along with a small breast pocket. Reforges: Movement speed increase (+0.25% movement speed per reforge level) [attr="class","h3"]Inventory (DO NOT EDIT THIS SECTION) [attr="class","b2"] 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. Repel Essence (L40): An orange liquid suspension that appears as a murky mist once unbottled. Pouring it over a target's body causes the mist to attract itself to the body, making the target appear as though they were emitting this mist. Nevertheless, the presence of this mist is repulsive to most predators, keeping them from attacking. For the next three posts after use, monsters of the Aggressive and Predatory nature become Wary toward the target. If a monster's level is higher than the item level of the used potion, it is not affected. Sanguine Rose (L40) by 黒: A tall staff wrought from metal, crafted in the likeness of a rose with a thorny stem. The magical core of this staff is hidden within the intricately carved red jewel set at the top. From a distance, one mistake it for an oddly large flower, though anyone who is at the receiving end of a beat down from this heavy and metallic weapon would know better. Effect: Heal HP equal to % damage dealt. Stratford Warden Combat Crystal Ball (L30): A combat crystal ball coming directly from the Stratford Warden inventory, reliable equipment that can be brought into the Miasma Realms. Burn Cream L5: A thick, yellowish paste that can be applied to minor burns. The paste provides a cooling and minor healing sensation when applied to the affected area. Sleeping Potion L50: Based on Pharmacist Capsule's recipe. A potion made from herbs that are famous for their ability to induce slumber. Drinking it results in an almost instantaneous sleep that can last up to 75 seconds, or until the target is struck. Therapeutic Index applied. Corrosive Poison L60: A recipe by Pharmacist Capsule. A potion that is made by combining an impure poison with two mana shards. When shaken and tossed at an opponent, the mana activates and causes the poison within to become corrosive, like a weaker form of acid. When it makes contact with its intended target, the concoction causes a moderate burning effect, along with a stronger poison debuff. Unlike the standard impure poison, however, the duration of this debuff lasts only thirty seconds, but acts faster. The sickness debuff remains the same; all stats lowered for about a minute. Drinking it directly will lower the player's health by 250. Therapeutic Index applied. Potion of Water Breathing L5: A recipe by Capsule. A potion derived of herbs from the sea, it allows the user to spend an additional two minutes underwater. This makes underwater combat or diving expeditions less wearisome. One should still be wary of swallowing too much salt water, however. Greater Mana Potion L60: A recipe by Capsule. An upgraded version of the lesser mana potion, that restores 1500 MP. Therapeutic Index applied. Medicinal Tablet L60: A healing pill that restores 2250 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 1. After a player drinks potions with a total toxicity rating of 20, any potions taken afterward become halved in effect. Therapeutic Index applied. Pet Medicine L40: Medicinal pills and shots for pets/tamed beasts. The pills can be lightly roasted or left to dry after combining the powdered herbs and solvent, mostly based upon the pet's temperament. The shots are reserved for fleshy monsters and animals, and are generally not advised for the squeamish. The medication itself restores 900 HP. Low leveled pets can get by with the lower doses, but high leveled pets require much more. Therapeutic Index applied. Miasma Cleansing Spray L10: 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. Minor Potion of Luck L5: A basic potion which increases the chances of landing a critical hit for a short period of time. It has a toxicity rating of 0. Sir Panda - Level 4 - A simple black and white stuffed bear in the design of a Panda. It has a round, soft belly, dangling limbs, a small heart on its cheek, and the faint scent of alcohol? Crafted specially for a certain Enchanter by a certain Tailor. On it's back the letters "CF" are embroidered. Miasma Perfume L10: Smell like pure evil. A spray that seems to induce aggression toward whoever this is sprayed on. For the next 3 posts, all monsters that interact with the target makes the monster's nature more hostile (Friendly becomes Docile, Docile and Curious become Wary, Cowardly becomes Predatory, Wary becomes Aggressive). Smoke Grenade L5: A flask containing powder derived from plants which can produce smoke spontaneously when ignited. The neck of the flask contains powder derived from a herb which burns slowly when it comes into contact with mana, which can be released through the flask. This gives the user a maximum of three seconds to prepare before the flask explodes and releases a large torrent of smoke. Anti-blindness Vapor: Level 30. A potion derived from an herb that restores vision to a victim effected by the blind debuff. It is stored within an ampoule for easier access and usage, and is released as a vapor when the capsule is shattered. Its effectiveness depends on the average level of the materials used to make it. Mount Whistle: Level thirty. A pea whistle with the head and antlers of a reindeer engraved into it. It summons a young Crystal Reindeer, as a sort of side car to Capsule’s adult reindeer. Passengers get to ride in style. 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. Bigger In Texas (L25): "Everything's bigger in Texas"? What? You sure as hell don't know what or where Texas is, and you lack the patience to argue against this odd claim. Whatever. This accessory is a belt buckle crafted from alabaster stone and clay, formed as a malevolently grinning skull. You feel the need to grab and readjust it whenever a P.Y.T. passes by. Effect: Gehenna Swarm's cooldown is lowered by two seconds, and physical resistance is increased by six levels Pretty In Pink: Level 20 Vanity Clothing. A set of formal wear. The blazer is a pale blush pink, the slacks black, and the accompanying Oxfords are a neutral pink. The collared shirt beneath the blazer is a simple white, further downplayed by the grey tie decorated with…grinning cat skulls? This set also includes simple cufflinks in the shape of reindeer antlers. 'Sark' is listed on the tags. Devil's Fuge: Level 30. This magnificent sprig of mistletoe can be strategically placed above door frames. Just make sure your timing is just right! [+ 1 CUL] Cheese Wedge: Level 90. A wedge of yellow cheese. Knowing the mouse might one day leave its hole and get the cheese... It fills you with determination. For the best effect, place it in a tantalizing position on your work desk. [+ 3 INN] Greater Mana Potion: Level 90. A recipe by Capsule. An upgraded version of the lesser mana potion, that restores 2250 MP. Its base level is level thirty, making it unavailable for crafting for those below this level. It also requires that the Pharmacist have knowledge of the lesser mana potion. Therapeutic Index applied. Medicinal Tablet: Level 90. A healing pill that restores 3375 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 1. After a player drinks potions with a total toxicity rating of 20, any potions taken afterward become halved in effect. Therapeutic Index applied. Night Fury: Item Level 40. A Fully Customized Hoverboard, created by Hirosame himself. This Hoverboard includes Thrusters, Retractable Wheels, and the Terrain Enhancement: Earth Sphere, to enhance travel over mountainous regions. A black Hoverboard, highlighted by a dark blue hue. A set of cobalt eyes flank the Hoverboard from the front, while the silhouette of a dragon is featured on top of the board. On the underside, a heart with the letters "C & M" at the center have been inscribed. 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. Kapsel-Bande (L20): Cloth armor in the form of baggy, multi-pocketed green cargo pants, a red shirt, and black combat boots. The shirt has the decal of a blue and red pill encircled by the words: GOOD FOR HEALTH, BAD FOR EDUCATION in contrasting black and white font on the back, and a smaller decal on the front that reads NEO-TOKYO, A.D. 2019. On the tag, there is a stylized F sewn into it to denote the crafter. Effect: The duration of Gehenna Swarm's Curse debuff is increased by 2 seconds. Goat-kun (L25): A somewhat terrifying and lifelike mask in the likeness of a black goat's head, made from black sand blown into glass. Two sharp horns protrude several inches from the mask, giving the viewer the impression that the wearer is much taller than they really are. The pair of amber orbs set on either side of the long nose function as "eyeholes," and reflect light, casting quite the eerie gaze in low light. Effects: Gehenna Swarm's cooldown is lowered by two seconds, and physical resistance is increased by six levels. Mayahuel Flower Bud: Lv30 accessory. Cannot be reforged or enchanted. A blood-red flower bud that is very much alive. It feeds off of the anima in the atmosphere, making the air feel stagnant after a few minutes without ventilation. One might even hear voices being near this flower bud. Regardless, it is worn as a hair accessory. Equipping this accessory gives the wearer access to the skill [Miasma Sprout], which shoots a seed from the flower bud into the ground. After 2 seconds, a miniature Mayahuel plant will sprout and spread a poisonous mist for 30 seconds, affecting all enemies. This accessory's effect may only be used up to three times per thread. Pacify Specialist Tamer Cap: Level 10 Accessory. This red cap looks new and fresh, but while the cap is worn you feel like it has traveled many lands and has had countless experiences. Whist encountering new monsters you feel the urge to twist the cap backwards. A small tag inside reads ‘Sark.’ Stratford Warden Grimoire (L30): A grimoire coming directly from the Stratford Warden inventory, reliable equipment that can be brought into the Miasma Realms. Tranquilizer: Level 90. A recipe by Pharmacist Capsule. A liquid sedative in a syringe that causes tranquility within the affected person or beast. Lower doses have a desirable calming effect, while higher doses can inflict drowsiness, slurred speech, poor judgement, clumsiness, and lowered reflexes. It does not quite work like the Animal Trainer's Pacify skill, in that it does not lower a monster's nature. The effects do last for thirty seconds, however. Its potency is reliant on the average level of the materials used to make it, and has a toxicity rating of 3. Therapeutic Index applied. Potion of Skinwalking: Level 60. A recipe by Pharmacist Capsule. A deep violet potion that allows the user to transform into an animal or monster in the area. In doing so, they lose the ability to attack or speak, but their identity (IGN, guild, etc.,) is replaced with the basic info of the creature they are mimicking. The disguise is shattered when the user is assaulted or leaves the area. The level of the potion depends the highest level of monster the user may mimic. While great for espionage, it is not advised to masquerade as higher leveled monsters or field bosses, as others may attack you on sight. It has a toxicity rating of 2. Therapeutic Index applied. Potion, Doppelganger: Level 90. A recipe by Pharmacist Capsule. The Doppelganger potion allows the user to masquerade as another person, by cloaking them in an illusion that perfectly mimics bodily appearance, voice, equipped items and (public) character information. The only thing it cannot replicate are mannerisms. For best results, one should take this potion while in close proximity of the target, otherwise they will take on the appearance of the closest person around. The effects will also wear off prematurely if the user is attacked or uses attack based skills. The potion has a five second application time, a ten minute duration, a toxicity rating of 9, and the level of the potion must be higher or equal to that of the target. Therapeutic Index applied. Selina: Level 40. A black whip, which mostly resembles a bullwhip in style and length. What makes it unique is that the end of the whip does not end in a singular point, but nine knotted throngs of cord. A particularly skilled user may be able to use it to accomplish gymnastic feats. A small tag inside reads ‘Sark.’ Mute's Scarf: Level 20. A red scarf of great sentimental value. It belonged to a certain Heretic, and was later gifted to her beloved. A small tag inside reads ‘Sark.’ 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. Mini-Fenrir: Lv1 pet. Mortal! Your pet raising has only begun! A puppy-sized chibi version of the legendary Fenrir, it lacks the size to be anything close to intimidating. It despawns if attacked by anything. You can keep the Bomber Penguin in Housing and take up a furniture slot for it to give +3 REC. Fenrir Mount Whistle: A crystal glass whistle that enables the owner to summon forth a mount resembling Fenrir, the Howling Blizzard. The Fenrir summoned by this item possesses the stats of a Night Wolf if the owner is trained in taming mounts. Potpourri Hat: "It seemed fitting to keep things a little more anonymous, while still giving a decent chance for the group to mingle and get to know one another better." - Dorian A red cloth knit hat adjustable for any size, be the wearer a human or bear. It has an adjustable mistletoe strap on it that can be rotated to either the front or back of the hat. Keep it in front to encourage some flirtation with your loved ones, or rotate it in back to just keep it as the fashion statement it's supposed to be. An insignia of a parasol is found in the inner lining to denote its crafter. Reforge: +2 Pharmacist Production Bonus. Thai Tea: Level 90. Strongly brewed black tea that has been poured over British Snow, and spiced with star anise, cloves, and cardamom. Milk has been poured in to turn the top and middle layers a creamy orange. Food effect active for the next 7 post cycles, cannot be used in battle and overrides any existing food buff. Whenever a Burn status effect affects the character while this food effect is active, this food effect is removed and the Burn status effect is canceled. If the character is targeted by an Ice-attribute attack, they are stunned for 2 seconds in addition to any effects from the attack. This stun effect only applies once per food effect duration. Three Burn effects may be nullified before this food buff wears off. Masala Chai: Level 90. Strongly brewed black tea, spiced with cinnamon, cardamom, star anise, and ginger. Food effect active for the next 5 post cycles, cannot be used in battle and overrides any existing food buff. Increases the character's maximum HP by 6.3063%. Therapeutic Index applied. Masochist Cider: Level 90. For the masochist in you! An alcoholic beverage made from fermented apple juice. 35% alcohol, 65% apple juice. Food effect active for the next 5 post cycles, cannot be used in battle and overrides any existing food buff. Increases the character's maximum HP by 6.3063%. Therapeutic Index applied. The Christmas Stick -- Level 10 Club -- Because sometimes, the spirit of Christmas comes a little late. But that's okay because Christmas is Christmas. This weapon is a reflection of that love for the season all year round. Every day, every minute, and every second. You poor soul. This weapon is a magical stick shaped like a candy cane, but it's made out of solid metal. The cane is colored in the expected swirling red and white, but at the curve the color scheme distorts slightly as the material switches from metal to rubber. This allows for the cane to be used in two ways; a metal beatstick, and a piece of rubberized, hand-held memory loss. Upon hitting your enemies, the metal edge gives off a high pitched ringing noise, sort of like a bell. The Funeral Parlor emblem is engraved into the bottom of the metal piece of the cane and can be used as a branding tool. Cool advertising, eh? Christmas Surprise -- Level 10 Clothing Set -- Get into the holiday, reindeer hunting spirit with this once in a lifetime line of clothing produced by the Funeral Parlor to not only make you look good in battle, but to embarrass you at the exact same time! Yes! This fabulous piece of clothing is made out of the finest cloth that money can buy, is hand crafted by our hammer monkey elves, and has been created to suit all of your combat needs~! Tough sleeves to handle your everyday wear and tear, hidden pockets to conceal that crap you don't want the world to see, and a fancy camo pattern to ensure that you won't ever be lost by your friends in the field! This three piece outfit is flashy, sexy, and able to handle a wide range of abuse! With its bright red and green polkadot-striped-wave mix color scheme, you will blend in with absolutely nothing and attract all of monsters you could ever not want! Comprised of a skimpy belly shirt with a deep-V, mid-thigh high booty shorts, bright red stockings, loudly-clattering heeled shoes, and a fancy elf hat (did I mention this is a three piece set?), this Christmas Surprise set is everything Santa's wife could never be! So get out there, strut onto the field like a QUEEEEEEN and show those monsters who's boss! The Funeral Parlor emblem is sewn into the left cheek of the shorts. Talk about branding. ((Warning: Wearing this suit will attract every monster in the immediate area because of its flashiness and glamour. Only wear this when you are in a party, are not alone, or are attempting to commit suicide. This may also attract Reindeer that are in heat. So bring protection. The Funeral Parlor is not responsible for any deaths, trauma, or illegitimate children caused by wearing this set. Again, I am not liable for the crap this creates. Good luck. Hope you like venison.)) |
[attr="class","ws"] [attr="class","h"]Change Log (DO NOT EDIT THIS SECTION) [attr="class","b"]06/24/2015 -- Added Startford Warden Grimoire to right hand and placed Crystal Ball and Sanguine Rose into inventory upon approval of Weapon purchases -- Amaterasu 1/11/2014 - Call of Home, Windsor Antiqua Staff added. 1/18/2014 - AP Claim 1 added Keed Edge, Astral Bind, and Magic Mirror to skills. Added placeholder for level 11 Pharmacist skill. 2/1/2014 - Pharmacist crafts. 2/2/2014 - Trade of frenmic rabbit. 2/3/2014 - Addition of crafting items here and here 2/5/2014 - Pharmacist crafts. 2/14/2014 Potion trade. 2/18/2014 - AP Claim. 2/20/2014 - Potion craft. 3/26/2014 added 42 main, 9 craft, 10 rp AP. 3 skills 5-23-2014 Rewards for Maledict Mayahuel added (1000 gold, item; AP unclaimed). 03/10/2015 -- Two items removed from inventory upon approval of Returning the slab / Trade items -- Amaterasu 03/10/2015 -- All items removed from inventory upon approval of Boot to the head (A Bequeathal) / trade items -- Amaterasu 06/01/2015 -- Changed Avatar, FC and appearance description and skill swapped one main class skill upon approval of Appearance Change Potion Purchase & Skill Exchange -- Amaterasu 06/07/2015 - Crafted Repel Essence; -200 gold 06/22/2015 -- Added 1 main class skill upon approval of [17] Capsule's AP claim -- Amaterasu |
Coded By Archetype=Luna
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[newclass=.lt1]float:left;color:#D8D8D8;font-family: arial; font-size: 12px; margin-bottom: 2px;width:110px;border:2px solid #2b4a2b;text-transform: uppercase;text-align: justify;letter-spacing: -1px[/newclass]
[newclass=.lt12]float:left;color:#D8D8D8;font-family: arial; font-size: 12px; margin-bottom: 2px;width:30px;border:2px solid #2b4a2b;margin-left: 5px;text-align: center;letter-spacing: -1px[/newclass]
[newclass=.lt2]float:left;color:#D8D8D8;font-family: arial; font-size: 12px; margin-bottom: 2px; margin-top: 2px;width:110px;border:2px solid #2b4a2b;text-transform: uppercase;text-align: justify;letter-spacing: -1px[/newclass]
[newclass=.lt22]float:left;color:#D8D8D8;font-family: arial; font-size: 12px; margin-bottom: 2px;margin-top: 2px;width:30px;border:2px solid #2b4a2b;margin-left: 5px;text-align: center;letter-spacing: -1px[/newclass]
[newclass=.fc]float:left;width:100px;height:100px;border:5px solid #2b4a2b;margin-top:20px;margin-left:10px;[/newclass]
[newclass=.bi]float:right;color:#D8D8D8;font-family: arial; font-size: 9px; margin-bottom: 2px;width:350px;border:2px solid #2b4a2b;margin-right:10px;[/newclass]
[newclass=.bi2]float:right;color:#D8D8D8;font-family: arial; font-size: 9px; margin-bottom: 2px;width:350px;border:2px solid #2b4a2b;margin-top: 2px; margin-right:10px;[/newclass]
[newclass=.bi3]float:right;color:#D8D8D8;font-family: arial; font-size: 12px; margin-bottom: 2px;width:350px;border:2px solid #2b4a2b;margin-top: 20px;margin-right:10px;[/newclass]
[newclass=.bi4]float:right;color:#D8D8D8;font-family: arial; font-size: 12px; margin-bottom: 2px;width:350px;border:2px solid #2b4a2b;margin-top: 2px; margin-right:10px;[/newclass]
[newclass=.bi5]float:right;color:#D8D8D8;font-family: arial; font-size: 12px; margin-bottom: 2px;width:350px;border:2px solid #2b4a2b;margin-top: 2px; margin-right:10px;margin-bottom: 40px[/newclass]
[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]