Post by Deleted on Jan 2, 2015 9:53:51 GMT
Jacoben
Character Info
REAL NAME: Aidan Carmichael
REAL GENDER: Male
GAME GENDER: Male
AGE: 18
SEXUALITY: Bisexual
FACE-CLAIM: Miketsukami Soushi, INU X BOKU SS
PLAYED BY: Eleri
RACE: Foxtail
FACTION: Adventurer
Appearance Jacoben appears to be about 5'7" with a lean and slender build and relatively pale skin. His boyishly youthful face has a small upturned nose, soft lips and thin eyebrows, but the focal point of his features are definitely his large eyes. Framed by thick lashes, Jacoben has heterochromatic eyes, his right eye a stunning sapphire while the left is golden yellow, giving him a slightly disconcerting stare when he's serious. His white hair hangs messily around his face and is topped by a small pair of white fox ears which are perhaps the most obvious indicators of his emotions. Jacoben generally wears a large but simple black over-robe with light grey pants and a dark grey tunic, a thick belt around his middle holding both his crystal ball and his grimoire along with several satchels of important items. In casual situations however he can be seen in more informal attire that is still appropriate for the setting of the game, though this clothing is still usually loose fitting. Generally seeming uncertain of himself and tentative in his movements, in combat Jacoben's physical attitude changes drastically, moving with confidence and flair as he casts spells and battles his enemies. Once the fight is over he goes back to the more meek attitude however, retreating into his shell once more. In the real world Aidan is slim and lithe, with deep auburn hair and green eyes that are hidden behind silver rimmed glasses. A faint dusting of freckles covers the bridge of his nose and cheeks, and his long wavy auburn hair is generally kept in a loose ponytail to restrain it from his face. He mostly wears comfortable clothing that is baggy and non-descript. | Personality For the most part Jacoben comes across as rather shy and submissive when he first meets someone, this makes him more likely to get pushed into doing things that he doesn't want to. After he gets to know someone he opens up however to reveal a rather passionate young man who wants only the best for people. He doesn't like too much attention however, and often needs a little bit of time to himself doing something that soothes his mental state, he can get too distracted though and might need help focusing on what's important. His flexible nature mixed with his somewhat submissive attitude means that he can be taken advantage of, less likely to stand up for himself than he would for others. Rather private and shy, he can be awkward in social situations. He dislikes conflict between people that he considers close to him, and will always try and resolve it one way or another, even if he isn't actually involved in the conflict, and he can take to heart innocuous things that he perceives as negatively directed towards him. This leads to him becoming upset while the other party becomes confused. In battle however he practically becomes another person, his passion revealed and combined with a level of confidence that it is hard to believe he possesses. Free of any convention but that of the fight, Jacoben is unreserved and somewhat energetic, trying his best no matter what. Once the situation has ended however he returns to his more standard attitude, retreating back into his shell. |
Extra
Aidan is trained in Lau Gar style Kung Fu, which he started learning in his youth as an attempt to encourage socialisation and defuse bullying. He is fluent in English, French and German, his father having enforced lessons in these languages to make sure that he would be able to work well in Europe no matter who it was with. He also has a passing understanding of Scots Gaelic due to his own interest, but this is barely at a conversational level.
Biography
Born in Scotland to distant parents Aidan was always a bit of an odd child with an expansive imagination and limited desire for social interaction. His father was too busy to care much except where it involved making sure his son would be able to get an 'acceptable' job in the future, and his mother eventually got more and more aggravated with his introverted nature until she simple gave him whatever would keep him out of her hair for as long as possible. Paints and paper, clay and shaping tools, Aidan's focus was on whatever his imagination could come up with as he sculpted and painted and drew. When he started school he tried to make some friends, only to get teased for his less than standard ideas, this only added to his reclusive nature.
Finding solace in fiction and online games Aidan made a few friends over the internet as he met people who were more understanding of or even shared his passions, including video and tabletop games of various formats and genres. This helped him come out of his shell, at least over the web. Unfortunately for him most of them were in different countries or even continents, meaning he wasn't likely to ever meet them in person. There was one exception to this, but besides that person he was mostly alone when not online. Despite this reclusive life Aidan wanted nothing more than to interact with others, he was simply too shy and considered too 'odd' to really pick up anything more than acquaintances at school.
A quiet and hardworking individual at school he enjoyed focusing on literary studies and the arts, but his parents discouraged these pursuits and forced him to take subjects they felt were more appropriate for a career outside of school. Mathematics, Science, Law, these were the subjects that his parents approved of, and despite his resentment of their distance towards him throughout his life Aidan was forced to take the subjects all through his senior years of High School. This added further strain to his relationship with his parents, adding a level of antagonism to their interactions that had previously been apathy between them.
Aidan never really got into Elder Tale when it first came out, despite the fact that it contained many of the things he personally enjoyed, mostly due to its lacking a dedicated British Server which meant that he wouldn't be able to play it optimally until the release of the newest expansion. With the encouragement of his closer friends Aidan decided to join the MMO when the new expansion was set to release, logging in just in time to be caught up in the event that would later come to be known as the apocalypse by the other players who were present at the time. Freed from the strains of his life in the real world for the first time in his life, Aidan wasn't one of those players who immediately began to mourn what had happened, indeed he couldn't help but feel excited about the turn of events.
Inventory
Simple Celtic Cross: - Level 1 - A Celtic Cross carved from a single piece of stone, designed to be hung on a wall.
Starter Cloth Armour
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.
AP Potion (5 AP): A potion for 5 AP. Use it in the Market Center.
EQUIPMENT
Left Arm The Stratford Arms Grimoire: Level 30 Grimoire. A Grimoire from the Stratford Warden inventory. Reliable equipment that can be brought into the Miasma realm. This Grimoire has a black leather cover with silver fittings worked into celtic knotwork, its pages filled with advanced magical theory. Two D shaped metal rings allow this Grimoire to be suspended from the belt of its owner. Reforge: Increases Weight Limit of Psychic Conductor to 15lbs x User level. | Armor Monochromatic Battle Robe: Level 40. The battle robe consists of a white over-robe which encloses the torso but splits from the waist down to fall around the wearer's ankles, dark grey trousers and knee high black boots. Each piece of this set contains areas of stiffened fabric and small amounts of leather to increase the physical defence of the armour, giving the wearer the appearance of slightly heavier than usual armour. Reforge: Physical Defense Increase | Right Arm Starter Crystal Ball A polished orb of white marble |
Amulet Of The Typhoon Selkie lvl 30 Reforge [magical defense increase] Legend states that the Typhoon Selkie, a mystical being long forgotton by the people of the land, once existed within the oceans around the Unfounded Kingdom. Selkies are said to live as seals in the sea but shed their skin to become human on land. One such selkie shed her skin and fell in love with a fisherman. They lived together for many years, but the selkie always longed to return to her home within the sea. One day the farmer awoke to find that she had left, in her place an amulet she always wore, she said as long as he wore the amulet, he would always be surrounded by her love. This magical amulet is said to be handed down to a selkie when she finds her true love. Hand painted leather designed to look like something only the beautiful powers of the ocean could create. A pure white glossy pearl from the deepest part of the sea sits in the centre surrounded by leather hand painted fins and coral structures. | 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. | Accessory #3 |
Accessory #4 | ||
Vanity #1 | Vanity #2 | Vanity #3 |
CLASS SKILLS
Main Class: Sorcerer
Beginner Skill - Elemental Attunement: The Sorcerer specializes in harnessing the power of the classical elements. Elemental Attunement adds three orbs to the Sorcerer's UI representing fire, ice, and lightning. These orbs start off empty and fill up as the Sorcerer uses certain skills of that element. Once the prerequisites are met, the Sorcerer may use any of the following subskills:
Flameborne Vigor: Passive effect. Increases the Sorcerer's maximum HP by 10% while the Fire Orb is filled to at least 50%. When the Fire Orb is filled to 100%, this buff doubles to 20%.
Fueling the Flames: Reduce the Fire Orb by 25% to reduce the cooldown of any fire-based skills by 5 seconds. If the cooldown would be reduced below zero, then the skill is immediately off cooldown.
Wildfire: Usable when the Fire Orb is filled to 100%. Consumes the Fire Orb to increase the damage of the Sorcerer's fire-based spells by 50% for 10 seconds.
Inferno: Usable when the Fire Orb is filled to 100%. Consumes the Fire Orb to inflict high fire damage in a cone pattern 5 meters forward. Targets affected receive a Burn debuff for 10 seconds, slightly reducing their HP every time they attack or use an active skill.
Frostborne Wisdom: Passive effect. Increases the Sorcerer's maximum MP by 10% while the Ice Orb is filled to at least 50%. When the Ice Orb is filled to 100%, this buff doubles to 20%.
Brain Freeze: Reduce the Ice Orb by 25% to halt a target's spell casting for 2 seconds. Afterward, the spell can resume casting as usual. Cannot be used on boss enemies.
Tundra Zone: Usable when the Ice Orb is filled to 100%. Consumes the Ice Orb to create a ground AoE that damages foes with ice damage while they are within the boundary. The ground AoE has a radius of 3 meters and lasts for 30 seconds.
Oblivion: Usable when the Ice Orb is filled to 100%. Consumes the Ice Orb to inflict heavy ice damage to a single target. That target becomes vulnerable and takes 25% more damage from both fire and ice attacks.
Stormborne Wit: Passive effect. Increases the Sorcerer's magic attack by 5% while the Lightning Orb is filled to at least 50%. When the Lightning Orb is filled to 100%, this buff doubles to 10%.
Spark Shroud: Reduce the Lightning Orb by 25% to cast Serpent Bolt even when the skill is on cooldown. The Serpent Bolt used this way does not increase the Lightning Orb.
Polarity Charge: Usable when the Lightning Orb is filled to 100%. Consumes the Lightning Orb to place a Charge debuff onto a target that lasts for 30 seconds. Every time the target takes lightning-based damage, the Charge debuff stack increases by 1. When the debuff expires, the target takes a high amount of lightning damage amplified by the number of Charge stacks.
Judgment: Usable when the Lightning Orb is filled to 100%. Consumes the Lightning Orb to gain 5 stacks of a Magi Judgment buff. A stack of Magi Judgment can be used to cast Magi Lightning: Grand Fall on a target with no cast time, even if the skill is on cooldown. Magi Lightning: Grand Fall used this way do not increase the Lightning Orb.
Flameborne Vigor: Passive effect. Increases the Sorcerer's maximum HP by 10% while the Fire Orb is filled to at least 50%. When the Fire Orb is filled to 100%, this buff doubles to 20%.
Fueling the Flames: Reduce the Fire Orb by 25% to reduce the cooldown of any fire-based skills by 5 seconds. If the cooldown would be reduced below zero, then the skill is immediately off cooldown.
Wildfire: Usable when the Fire Orb is filled to 100%. Consumes the Fire Orb to increase the damage of the Sorcerer's fire-based spells by 50% for 10 seconds.
Inferno: Usable when the Fire Orb is filled to 100%. Consumes the Fire Orb to inflict high fire damage in a cone pattern 5 meters forward. Targets affected receive a Burn debuff for 10 seconds, slightly reducing their HP every time they attack or use an active skill.
Frostborne Wisdom: Passive effect. Increases the Sorcerer's maximum MP by 10% while the Ice Orb is filled to at least 50%. When the Ice Orb is filled to 100%, this buff doubles to 20%.
Brain Freeze: Reduce the Ice Orb by 25% to halt a target's spell casting for 2 seconds. Afterward, the spell can resume casting as usual. Cannot be used on boss enemies.
Tundra Zone: Usable when the Ice Orb is filled to 100%. Consumes the Ice Orb to create a ground AoE that damages foes with ice damage while they are within the boundary. The ground AoE has a radius of 3 meters and lasts for 30 seconds.
Oblivion: Usable when the Ice Orb is filled to 100%. Consumes the Ice Orb to inflict heavy ice damage to a single target. That target becomes vulnerable and takes 25% more damage from both fire and ice attacks.
Stormborne Wit: Passive effect. Increases the Sorcerer's magic attack by 5% while the Lightning Orb is filled to at least 50%. When the Lightning Orb is filled to 100%, this buff doubles to 10%.
Spark Shroud: Reduce the Lightning Orb by 25% to cast Serpent Bolt even when the skill is on cooldown. The Serpent Bolt used this way does not increase the Lightning Orb.
Polarity Charge: Usable when the Lightning Orb is filled to 100%. Consumes the Lightning Orb to place a Charge debuff onto a target that lasts for 30 seconds. Every time the target takes lightning-based damage, the Charge debuff stack increases by 1. When the debuff expires, the target takes a high amount of lightning damage amplified by the number of Charge stacks.
Judgment: Usable when the Lightning Orb is filled to 100%. Consumes the Lightning Orb to gain 5 stacks of a Magi Judgment buff. A stack of Magi Judgment can be used to cast Magi Lightning: Grand Fall on a target with no cast time, even if the skill is on cooldown. Magi Lightning: Grand Fall used this way do not increase the Lightning Orb.
Beginner Skill - Magical Repetition: Practice makes perfect. A sorcerer has cast their spells countless times, resulting in them getting a little more efficiency out of them. Casting time for spells is reduced by 5% for the party. Multiple instances of this skill do not stack.
Frost Spear: Impales a single target using an icicle spear for Ice-element damage. Due to the opponent being weighed down by a layer of ice, they receive a slowing debuff as well as a slight defense buff for the next 10 seconds. If a fire-attribute skill is used on the target at this time, the slow debuff and defense buff is negated and the target takes fire damage as though their fire resistance was reduced by 1 stage. Many players learn this skill for its balance of damage, casting time, and utility that is a notch above most Sorcerer skills. This skill has a casting time of 2 seconds and a cooldown of 5 seconds.
Elemental Attunement effect: Ice Orb +5%.
Elemental Attunement effect: Ice Orb +5%.
Orb of Lava: A ranged Fire-element magic that hurls a fist-sized orb of lava onto enemies. This lava ball bounces across enemy targets, dealing damage on impact. Since this skill is Fire-based, this is very effective against enemies weak against fire. One well-known trait of this skill is that it does not affect allies during combat, making it a popular skill among players. Orb of Lava causes a Burn debuff on the target for 10 seconds, slightly reducing their HP every time the character attacks or uses an active skill. This skill has a casting time of 2 seconds and a cooldown of 5 seconds.
Elemental Attunement effect: Fire Orb +5%.
Elemental Attunement effect: Fire Orb +5%.
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.
Spellwalk: 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.
Barrier Spike: A skill known to be one of the very few defensive options available to a sorcerer. The magician calls upon the powers of earth in order to erect a small wall of spiked stalagmites from the ground. This walls can withstand a moderate amount of physical damage before falling apart. However, the Sorcerer shouldn't count on this as their only defense. This skill has a casting time of 2 seconds and a cooldown of 30 seconds. Barrier Spikes are considered to be resistant to Earth and Physical attacks and weak to Wind attacks.
Psychic Conductor: The Sorcerer channels mana toward an inanimate object within 10 meters and lifts it into the air. This object can then be used to bludgeon enemies until it either breaks or the user cancels their grip on the object. Psychic Conductor can lift objects with a maximum weight equal to 10 pounds times the user's level. It cannot be used on objects that are in the possession of another character and slowly drains the user's MP over time. This skill has a casting time of 2 seconds and a cooldown of 10 seconds from the moment it is canceled.
Elemental Attunement effect: All Orbs +5%.
Elemental Attunement effect: All Orbs +5%.
Force Shield: The Sorcerer creates a semi-transparent blue force field that increases their physical defense and magical resistance. This barrier is most effective against ranged attacks, while anyone who comes close enough for a physical attack can quite easily bypass the barrier's defense. This skill is considered a Barrier-type skill and is affected by Shaman skills that specifically target barriers. This skill has a casting time of 2 seconds, a maximum duration of 20 seconds, and a cooldown of 30 seconds.
Blink: A short range teleportation technique often employed by the Sorcerer for emergency escape. The Sorcerer jumps in a direction and teleports about 1-5 meters away in the desired position. The only downside is that the teleportation distance is very haphazard and might actually not move you very far. Still, it's a useful means of misdirection especially when you're up against only one enemy. This skill has a casting time of 1.5 seconds and a cooldown of 5 seconds.
Hearing Aptitude: 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.
Magic Light: The user summons a bright ball of light. This spell has no real offensive properties and is mostly just used for illuminating a dark area. One particularly characteristic about the Magic Light is its face, which changes expression in a way mimicking its owner. It's often voted consistently near the top of annual Elder Tale "Which of these summons would make a good plushie for Elder Tale to sell as merchandise" polls. It comes in three forms - a spherical orb, a ball of flame, and a bundle of small firefly-like lights. This skill has a casting time of 2 seconds and a duration of 2 minutes for Mage classes. For any other class, the duration of this skill is dropped to 30 seconds. There is no cooldown for this skill, but it cannot be conjured again for 10 seconds after it has worn off or manually canceled.
Serpent Bolt: A spell that shoots an initial blue-purple lightning bolt toward a target. However, rather than discharging entirely on the target on contact, the lightning remains as static energy. For 30 seconds at about 3-second intervals, the electricity arcs away from the target to damage and stun any other nearby enemies. As a result, it serves as a slight deterrent against defensive formations. Although this spell has a fairly long cooldown time, it has a fast casting speed and is often favored for use at the beginning of a battle. Because the target used to channel the electricity is not damaged by the spell, many Sorcerers also tend to cast it on themselves or a teammate as a supportive offense. This skill has a casting time of 2 seconds and a cooldown of 45 seconds.
Elemental Attunement effect: Lightning Orb +10%.
Elemental Attunement effect: Lightning Orb +10%.
Thunderbolt Crash: Elemental enchantment. The Sorcerer enchants a weapon with the lightning element, causing it to glow white and occasionally release sparks from its surface. A target struck by this weapon is inflicted with a minor paralysis effect. It can also affect a target who uses uninsulated metal equipment. This skill has a casting time of 4 seconds, a duration of 300 seconds, and a cooldown of 60 seconds. If this skill is used on a weapon that is already affected by an elemental enchant, the previous elemental enchantment is overwritten.
Elemental Attunement effect: Lightning Orb +10%.
Elemental Attunement effect: Lightning Orb +10%.
Spatial Confluence: An area of effect skill which is a two part skill centered around an implosion. To activate, the user chooses a target to act as the epicenter. Following activation the target is hit by an explosion followed immediately by the forceful suction of all mobs within a 3 meter radius towards the center. Single target damage: medium, increases with number of mobs in area of effect. Other mobs are hit by a flat medium damage. Useful for gathering targets for a secondary AOE skill strike. This skill has a casting time of 3 seconds and a cooldown of 10 seconds.
Elemental Attunement effect: All Orbs +5%.
Elemental Attunement effect: All Orbs +5%.
Lightning Chamber: A spell that generates a pentagram of blue-purple lightning that attaches onto the target and deals a high dose of continuous lightning damage. It boasts one of the highest amounts of single target burst damage among the Sorcerer's skills, but generates a lot of aggro in return. After the Sorcerer has reached Level 60, an alternate casting of Lightning Chamber can be performed. This spell, called Chained Lightning, has a shorter casting and cooldown time but deals slightly lesser damage, uses up a little bit more MP, and generates a little bit more aggro. Lightning Chamber has a casting time of 4 seconds and a cooldown time of 30 seconds. If Chained Lightning is used, this skill instead has a casting time of 2 second and a cooldown time of 20 seconds.
Elemental Attunement effect: Lightning Orb +10%.
Elemental Attunement effect: Lightning Orb +10%.
Magical Disjunction: A skill that taps into supernatural realms to deal darkness-based damage to a large amount of foes. The activation of this skill places a magic circle of 3 meters in radius for 30 seconds, dealing damage as long as targets stand underneath the circle. A target damaged by Magical Disjunction has all of their passive skills disabled for a full minute and toggle skills forcibly turned off after damage has been dealt. Because of this secondary effect, it is often a powerful skill to use against an enemy that relies upon such skills to survive. This skill has a casting time of 4 seconds and a cooldown of 45 seconds.
Elemental Attunement effect: All Orbs +5%.
Elemental Attunement effect: All Orbs +5%.
Robust Battery: A toggle skill, this ability makes the Sorcerer take an alert stance and conjures a magic circle at their feet. This magic circle's radius is extremely small with a base of 1 meter radius, so that even taking a few steps in any direction can cancel it. In exchange for the user's virtual immobility, Robust Battery greatly improves the user's magic attacks and is viable enough that some focus a character build around it. Sorcerers who wish to incorporate this skill into their routine should be sure that their party can provide adequate support.
Flame Revolver: An intermediate-level fire spell that fires a magical arrow of flame toward a target. After it is launched, the arrow splinters off into a number of smaller arrows, causing the area around the target to turn into a great inferno. One other interesting point about these arrows is that they inflict a greater amount of damage on targets who have accumulated certain debuffs. If successfully used on an enemy suffering Bleeding, Burn, or Weakness, the target's fire resistance is lowered by 1 stage (Fire neutral becomes fire weak, fire resist becomes fire neutral, fire nullify becomes fire resist). Team up with others and deliver a devastating attack that will surely burn away the foe! This skill has a casting time of 4 seconds and a cooldown of 30 seconds.
Elemental Attunement effect: Fire Orb +10%.
Elemental Attunement effect: Fire Orb +10%.
Frigid Wind: A skill with a slightly longer casting time than equivalent techniques like Frost Spear, but a potential greater effect against multiple targets at once. The Sorcerer casts a blizzard over an area, pelting enemies with a shower of snow and ice. This not only slows down movement speed, but also starts crystallizing part of the targets' bodies in ice. If exposed in the blizzard for long enough, a monster might even be unable to attack or defend for several seconds. If a fire-attribute attack was used on the target at least one turn prior to this skill's use, this skill is treated as though the target's ice resistance was lowered by 1 stage. If a fire-attribute attack is used on the target within one turn after this skill is used, then the target's fire resistance is treated as though it were lowered by 1 stage. This skill has a casting time of 4 seconds and a cooldown of 30 seconds.
Elemental Attunement effect: Ice Orb +10%.
Elemental Attunement effect: Ice Orb +10%.
Roleplay Class: Animal Trainer
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.
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
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.
Crafting Class: Artisan
Carving: Toggle skill. Artisans have a certain affinity with carving stone, making their normal artistic talents not to be underestimated in battle. Artisans deal 20% more damage to Rock-type monsters. They can also ignore defense buffs on Rock-type monsters.
Quick Architect: Through a process of trial and error, fledgling Artisans are able to learn the techniques for producing crafted materials quickly. This allows them to create temporary structures of stone, given enough available materials. However, this comes with the cost of making the object extremely fragile, to the point where even a moderate impact can completely shatter it. It's said that some Artisans have attempted to turn this quirk into an unusual battle strategy when fighting atop stone-filled mountains.
Perfectionism: Level 21 Artisan. No one can beat an Artisan when it comes to producing works of art and this distinction becomes even more pronounced when the Artisan has time to perfect the most minute details of their craft. When the Artisan performs a craft in any craft thread (cannot be a speed craft), the Artisan may apply this skill as a bonus to increase the level of the item by 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 Artisan's Material Fees are reduced by 50% instead when performing this craft in a craft thread.
Attention to Detail: The Artisan may toggle this skill in order to increase the magnification power of their vision by 5 times. This allows them to see five times more clearly, be it examining small particles to looking at things from a distance is not affected. This ability is very useful for not only for spotting minor imperfections in their artwork, but also for scouting purposes. Attention to Detail has a casting time of 2 seconds, lasts for 30 seconds when toggled, and it has a cooldown time of 60 seconds starting the moment it is cast. If this skill is used in a craft thread (cannot be a speed craft), the NPC sell price of the produced item is increased by 25%.
Change Log
03/11/2015 -- Equipped Stratford Arms Grimoire to left hand upon approval of Stratford Arms purchase -- Amaterasu
03/12/2015 -- Added one item to inventory upon approval of Temple Rewards -- Amaterasu
03/16/2015 -- Equipped Amulet Of The Typhoon Selkie lvl 30 to Accessory Slot 1 upon request -- Amaterasu
05/16/2015 -- Added one main class, one crafting class and two RP class skills upon approval of Jacoben AP Claim [5] -- Amaterasu
Coded By Saber of L33T T3@M